2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader
);
41 /* Context activation for state handler is done by the caller. */
43 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
45 ERR("Undefined state.\n");
48 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
50 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
53 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
55 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
56 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
60 case WINED3D_FILL_POINT
:
61 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
62 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
64 case WINED3D_FILL_WIREFRAME
:
65 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
66 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
68 case WINED3D_FILL_SOLID
:
69 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
70 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
73 FIXME("Unrecognized fill mode %#x.\n", mode
);
77 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
79 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
81 /* Lighting is not enabled if transformed vertices are drawn, but lighting
82 * does not affect the stream sources, so it is not grouped for
83 * performance reasons. This state reads the decoded vertex declaration,
84 * so if it is dirty don't do anything. The vertex declaration applying
85 * function calls this function for updating. */
86 if (isStateDirty(context
, STATE_VDECL
))
89 if (state
->render_states
[WINED3D_RS_LIGHTING
]
90 && !context
->stream_info
.position_transformed
)
92 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
93 checkGLcall("glEnable GL_LIGHTING");
97 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
98 checkGLcall("glDisable GL_LIGHTING");
102 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
104 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
105 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
107 /* No z test without depth stencil buffers */
108 if (!state
->fb
->depth_stencil
)
110 TRACE("No Z buffer - disabling depth test\n");
111 zenable
= WINED3D_ZB_FALSE
;
116 case WINED3D_ZB_FALSE
:
117 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
118 checkGLcall("glDisable GL_DEPTH_TEST");
120 case WINED3D_ZB_TRUE
:
121 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
122 checkGLcall("glEnable GL_DEPTH_TEST");
124 case WINED3D_ZB_USEW
:
125 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
126 checkGLcall("glEnable GL_DEPTH_TEST");
127 FIXME("W buffer is not well handled\n");
130 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
134 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
135 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
138 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
140 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
142 /* glFrontFace() is set in context.c at context init and on an
143 * offscreen / onscreen rendering switch. */
144 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
146 case WINED3D_CULL_NONE
:
147 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
148 checkGLcall("glDisable GL_CULL_FACE");
150 case WINED3D_CULL_CW
:
151 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
152 checkGLcall("glEnable GL_CULL_FACE");
153 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
154 checkGLcall("glCullFace(GL_FRONT)");
156 case WINED3D_CULL_CCW
:
157 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
158 checkGLcall("glEnable GL_CULL_FACE");
159 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
160 checkGLcall("glCullFace(GL_BACK)");
163 FIXME("Unrecognized cull mode %#x.\n",
164 state
->render_states
[WINED3D_RS_CULLMODE
]);
168 static void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
170 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
172 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
174 case WINED3D_SHADE_FLAT
:
175 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
176 checkGLcall("glShadeModel(GL_FLAT)");
178 case WINED3D_SHADE_GOURAUD
:
179 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
180 checkGLcall("glShadeModel(GL_SMOOTH)");
182 case WINED3D_SHADE_PHONG
:
183 FIXME("WINED3D_SHADE_PHONG isn't supported.\n");
186 FIXME("Unrecognized shade mode %#x.\n",
187 state
->render_states
[WINED3D_RS_SHADEMODE
]);
191 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
193 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
195 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
197 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
198 checkGLcall("glEnable GL_DITHER");
202 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
203 checkGLcall("glDisable GL_DITHER");
207 static void state_zwritenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
209 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
211 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
213 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
214 checkGLcall("glDepthMask(1)");
218 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
219 checkGLcall("glDepthMask(0)");
223 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
227 case WINED3D_CMP_NEVER
:
229 case WINED3D_CMP_LESS
:
231 case WINED3D_CMP_EQUAL
:
233 case WINED3D_CMP_LESSEQUAL
:
235 case WINED3D_CMP_GREATER
:
237 case WINED3D_CMP_NOTEQUAL
:
239 case WINED3D_CMP_GREATEREQUAL
:
241 case WINED3D_CMP_ALWAYS
:
244 FIXME("Unrecognized compare function %#x.\n", f
);
249 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
251 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
252 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
254 if (!depth_func
) return;
256 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
257 checkGLcall("glDepthFunc");
260 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
262 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
265 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
266 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col
[0], col
[1], col
[2], col
[3]);
267 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, col
);
268 checkGLcall("glLightModel for MODEL_AMBIENT");
271 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
273 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
276 static GLenum
gl_blend_op(enum wined3d_blend_op op
)
280 case WINED3D_BLEND_OP_ADD
:
281 return GL_FUNC_ADD_EXT
;
282 case WINED3D_BLEND_OP_SUBTRACT
:
283 return GL_FUNC_SUBTRACT_EXT
;
284 case WINED3D_BLEND_OP_REVSUBTRACT
:
285 return GL_FUNC_REVERSE_SUBTRACT_EXT
;
286 case WINED3D_BLEND_OP_MIN
:
288 case WINED3D_BLEND_OP_MAX
:
291 FIXME("Unhandled blend op %#x.\n", op
);
296 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
298 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
299 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
300 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
302 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
303 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
304 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
306 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
310 blend_equation
= gl_blend_op(state
->render_states
[WINED3D_RS_BLENDOP
]);
311 blend_equation_alpha
= gl_blend_op(state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
312 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
314 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
316 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
317 checkGLcall("glBlendEquationSeparate");
321 GL_EXTCALL(glBlendEquation(blend_equation
));
322 checkGLcall("glBlendEquation");
326 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
330 case WINED3D_BLEND_ZERO
:
332 case WINED3D_BLEND_ONE
:
334 case WINED3D_BLEND_SRCCOLOR
:
336 case WINED3D_BLEND_INVSRCCOLOR
:
337 return GL_ONE_MINUS_SRC_COLOR
;
338 case WINED3D_BLEND_SRCALPHA
:
340 case WINED3D_BLEND_INVSRCALPHA
:
341 return GL_ONE_MINUS_SRC_ALPHA
;
342 case WINED3D_BLEND_DESTCOLOR
:
344 case WINED3D_BLEND_INVDESTCOLOR
:
345 return GL_ONE_MINUS_DST_COLOR
;
346 /* To compensate for the lack of format switching with backbuffer
347 * offscreen rendering, and with onscreen rendering, we modify the
348 * alpha test parameters for (INV)DESTALPHA if the render target
349 * doesn't support alpha blending. A nonexistent alpha channel
350 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
351 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
352 case WINED3D_BLEND_DESTALPHA
:
353 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
354 case WINED3D_BLEND_INVDESTALPHA
:
355 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
356 case WINED3D_BLEND_SRCALPHASAT
:
357 return GL_SRC_ALPHA_SATURATE
;
358 case WINED3D_BLEND_BLENDFACTOR
:
359 return GL_CONSTANT_COLOR_EXT
;
360 case WINED3D_BLEND_INVBLENDFACTOR
:
361 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
363 FIXME("Unhandled blend factor %#x.\n", factor
);
368 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
370 const struct wined3d_format
*rt_format
= state
->fb
->render_targets
[0]->format
;
371 unsigned int rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
373 GLenum srcBlend
, dstBlend
;
374 enum wined3d_blend d3d_blend
;
376 /* According to the red book, GL_LINE_SMOOTH needs GL_BLEND with specific
377 * blending parameters to work. */
378 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
]
379 || state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
380 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
382 /* Disable blending in all cases even without pixelshaders.
383 * With blending on we could face a big performance penalty.
384 * The d3d9 visual test confirms the behavior. */
385 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
387 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
388 checkGLcall("glDisable GL_BLEND");
393 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
394 checkGLcall("glEnable GL_BLEND");
399 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
400 checkGLcall("glDisable GL_BLEND");
401 /* Nothing more to do - get out */
405 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
406 * source blending values which are still valid up to d3d9. They should
407 * not occur as dest blend values. */
408 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLEND
];
409 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
411 srcBlend
= GL_SRC_ALPHA
;
412 dstBlend
= GL_ONE_MINUS_SRC_ALPHA
;
414 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
416 srcBlend
= GL_ONE_MINUS_SRC_ALPHA
;
417 dstBlend
= GL_SRC_ALPHA
;
421 srcBlend
= gl_blend_factor(d3d_blend
, rt_format
);
422 dstBlend
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
425 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
426 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
428 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
429 checkGLcall("glEnable(GL_LINE_SMOOTH)");
430 if (srcBlend
!= GL_SRC_ALPHA
)
431 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected src blending param.\n");
432 if (dstBlend
!= GL_ONE_MINUS_SRC_ALPHA
&& dstBlend
!= GL_ONE
)
433 WARN("WINED3D_RS_EDGEANTIALIAS enabled, but unexpected dst blending param.\n");
437 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
438 checkGLcall("glDisable(GL_LINE_SMOOTH)");
441 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
442 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
443 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
445 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
447 GLenum srcBlendAlpha
, dstBlendAlpha
;
449 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
450 if (!context
->gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
452 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
456 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
457 * source blending values which are still valid up to d3d9. They should
458 * not occur as dest blend values. */
459 d3d_blend
= state
->render_states
[WINED3D_RS_SRCBLENDALPHA
];
460 if (d3d_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
462 srcBlendAlpha
= GL_SRC_ALPHA
;
463 dstBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
465 else if (d3d_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
467 srcBlendAlpha
= GL_ONE_MINUS_SRC_ALPHA
;
468 dstBlendAlpha
= GL_SRC_ALPHA
;
472 srcBlendAlpha
= gl_blend_factor(d3d_blend
, rt_format
);
473 dstBlendAlpha
= gl_blend_factor(state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
476 GL_EXTCALL(glBlendFuncSeparate(srcBlend
, dstBlend
, srcBlendAlpha
, dstBlendAlpha
));
477 checkGLcall("glBlendFuncSeparate");
481 TRACE("glBlendFunc src=%x, dst=%x\n", srcBlend
, dstBlend
);
482 gl_info
->gl_ops
.gl
.p_glBlendFunc(srcBlend
, dstBlend
);
483 checkGLcall("glBlendFunc");
486 /* Colorkey fixup for stage 0 alphaop depends on
487 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
488 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
489 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
492 static void state_blendfactor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
494 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
497 static void state_blendfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
502 TRACE("Setting blend factor to %#x.\n", state
->render_states
[WINED3D_RS_BLENDFACTOR
]);
504 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_BLENDFACTOR
], col
);
505 GL_EXTCALL(glBlendColor(col
[0], col
[1], col
[2], col
[3]));
506 checkGLcall("glBlendColor");
509 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
511 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
514 BOOL enable_ckey
= FALSE
;
516 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
518 /* Find out if the texture on the first stage has a ckey set. The alpha
519 * state func reads the texture settings, even though alpha and texture
520 * are not grouped together. This is to avoid making a huge alpha +
521 * texture + texture stage + ckey block due to the hardly used
522 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
523 * function will call alpha in case it finds some texture + colorkeyenable
524 * combination which needs extra care. */
525 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
528 if (enable_ckey
|| context
->last_was_ckey
)
529 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
530 context
->last_was_ckey
= enable_ckey
;
532 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
533 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
535 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
536 checkGLcall("glEnable GL_ALPHA_TEST");
540 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
541 checkGLcall("glDisable GL_ALPHA_TEST");
542 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
548 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
550 glParm
= GL_NOTEQUAL
;
555 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
556 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
560 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
561 checkGLcall("glAlphaFunc");
565 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
567 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
568 DWORD enable
= 0xffffffff;
569 DWORD disable
= 0x00000000;
571 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
575 /* The OpenGL spec says that clipping planes are disabled when using
576 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
577 * driver keeps clipping planes activated with shaders in some
578 * conditions I got sick of tracking down. The shader state handler
579 * disables all clip planes because of that - don't do anything here
580 * and keep them disabled. */
581 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
582 FIXME("Clipping not supported with vertex shaders\n");
586 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
587 * The enabled / disabled planes are hardcoded into the shader. Update the
588 * shader to update the enabled clipplanes. In case of fixed function, we
589 * need to update the clipping field from ffp_vertex_settings. */
590 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
592 /* TODO: Keep track of previously enabled clipplanes to avoid unnecessary resetting
593 * of already set values
596 /* If enabling / disabling all
597 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
599 if (state
->render_states
[WINED3D_RS_CLIPPING
])
601 enable
= state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
602 disable
= ~state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
];
606 disable
= 0xffffffff;
610 if (enable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE0
);
611 if (enable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE1
);
612 if (enable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE2
);
613 if (enable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE3
);
614 if (enable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE4
);
615 if (enable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glEnable(GL_CLIP_PLANE5
);
616 checkGLcall("clip plane enable");
618 if (disable
& WINED3DCLIPPLANE0
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
);
619 if (disable
& WINED3DCLIPPLANE1
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE1
);
620 if (disable
& WINED3DCLIPPLANE2
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE2
);
621 if (disable
& WINED3DCLIPPLANE3
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE3
);
622 if (disable
& WINED3DCLIPPLANE4
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE4
);
623 if (disable
& WINED3DCLIPPLANE5
) gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE5
);
624 checkGLcall("clip plane disable");
627 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
629 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
630 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
631 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
632 * specular color. This is wrong:
633 * Separate specular color means the specular colour is maintained separately, whereas
634 * single color means it is merged in. However in both cases they are being used to
636 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
637 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
641 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
642 * Instead, we need to setup the FinalCombiner properly.
644 * The default setup for the FinalCombiner is:
646 * <variable> <input> <mapping> <usage>
647 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
648 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
649 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
650 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
651 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
652 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
653 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
655 * That's pretty much fine as it is, except for variable B, which needs to take
656 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
657 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
660 TRACE("Setting specular enable state and materials\n");
661 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
663 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
664 checkGLcall("glMaterialfv");
666 if (state
->material
.power
> gl_info
->limits
.shininess
)
668 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
669 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
670 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
671 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
672 * them, it should be safe to do so without major visual distortions.
674 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
675 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
679 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
681 checkGLcall("glMaterialf(GL_SHININESS)");
683 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
684 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
686 TRACE("Specular colors cannot be enabled in this version of opengl\n");
687 checkGLcall("glEnable(GL_COLOR_SUM)");
689 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
691 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
692 checkGLcall("glFinalCombinerInputNV()");
695 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
697 /* for the case of enabled lighting: */
698 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
699 checkGLcall("glMaterialfv");
701 /* for the case of disabled lighting: */
702 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
703 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
705 TRACE("Specular colors cannot be disabled in this version of opengl\n");
706 checkGLcall("glDisable(GL_COLOR_SUM)");
708 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
710 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
711 checkGLcall("glFinalCombinerInputNV()");
715 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
716 state
->material
.diffuse
.r
, state
->material
.diffuse
.g
,
717 state
->material
.diffuse
.b
, state
->material
.diffuse
.a
);
718 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
719 state
->material
.ambient
.r
, state
->material
.ambient
.g
,
720 state
->material
.ambient
.b
, state
->material
.ambient
.a
);
721 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
722 state
->material
.specular
.r
, state
->material
.specular
.g
,
723 state
->material
.specular
.b
, state
->material
.specular
.a
);
724 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
725 state
->material
.emissive
.r
, state
->material
.emissive
.g
,
726 state
->material
.emissive
.b
, state
->material
.emissive
.a
);
728 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
729 checkGLcall("glMaterialfv(GL_AMBIENT)");
730 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
731 checkGLcall("glMaterialfv(GL_DIFFUSE)");
732 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
733 checkGLcall("glMaterialfv(GL_EMISSION)");
736 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
741 /* Note the texture color applies to all textures whereas
742 * GL_TEXTURE_ENV_COLOR applies to active only. */
744 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
746 /* And now the default texture color as well */
747 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
749 /* Note the WINED3D_RS value applies to all textures, but GL has one
750 * per texture, so apply it now ready to be used! */
751 context_active_texture(context
, gl_info
, i
);
753 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &col
[0]);
754 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
758 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
759 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
761 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
763 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
764 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
765 GL_EXTCALL(glActiveStencilFaceEXT(face
));
766 checkGLcall("glActiveStencilFaceEXT(...)");
767 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
768 checkGLcall("glStencilFunc(...)");
769 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
770 checkGLcall("glStencilOp(...)");
773 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
777 case WINED3D_STENCIL_OP_KEEP
:
779 case WINED3D_STENCIL_OP_ZERO
:
781 case WINED3D_STENCIL_OP_REPLACE
:
783 case WINED3D_STENCIL_OP_INCR_SAT
:
785 case WINED3D_STENCIL_OP_DECR_SAT
:
787 case WINED3D_STENCIL_OP_INVERT
:
789 case WINED3D_STENCIL_OP_INCR
:
791 case WINED3D_STENCIL_OP_DECR
:
794 FIXME("Unrecognized stencil op %#x.\n", op
);
799 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
801 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
802 DWORD onesided_enable
;
803 DWORD twosided_enable
;
809 GLint stencilFail_ccw
;
811 GLint stencilPass_ccw
;
815 /* No stencil test without a stencil buffer. */
816 if (!state
->fb
->depth_stencil
)
818 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
819 checkGLcall("glDisable GL_STENCIL_TEST");
823 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
824 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
825 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
827 if (!(func_ccw
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_CCW_STENCILFUNC
])))
828 func_ccw
= GL_ALWAYS
;
829 ref
= state
->render_states
[WINED3D_RS_STENCILREF
];
830 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
831 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
832 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
833 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
834 stencilFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILFAIL
]);
835 depthFail_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILZFAIL
]);
836 stencilPass_ccw
= gl_stencil_op(state
->render_states
[WINED3D_RS_CCW_STENCILPASS
]);
838 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
839 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
840 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
841 onesided_enable
, twosided_enable
, ref
, mask
,
842 func
, stencilFail
, depthFail
, stencilPass
,
843 func_ccw
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
845 if (twosided_enable
&& onesided_enable
)
847 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
848 checkGLcall("glEnable GL_STENCIL_TEST");
850 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
852 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
853 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
854 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_ccw
, ref
, mask
));
855 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
856 checkGLcall("setting two sided stencil state");
858 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
860 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
861 * which has an effect on the code below too. If we apply the front face
862 * afterwards, we are sure that the active stencil face is set to front,
863 * and other stencil functions which do not use two sided stencil do not have
866 renderstate_stencil_twosided(context
, GL_BACK
,
867 func_ccw
, ref
, mask
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
);
868 renderstate_stencil_twosided(context
, GL_FRONT
,
869 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
871 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
873 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_ccw
, ref
, mask
));
874 checkGLcall("glStencilFuncSeparateATI(...)");
875 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
876 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
877 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_ccw
, depthFail_ccw
, stencilPass_ccw
));
878 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
882 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
885 else if(onesided_enable
)
887 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
889 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
890 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
893 /* This code disables the ATI extension as well, since the standard stencil functions are equal
894 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
896 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
897 checkGLcall("glEnable GL_STENCIL_TEST");
898 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
899 checkGLcall("glStencilFunc(...)");
900 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
901 checkGLcall("glStencilOp(...)");
905 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
906 checkGLcall("glDisable GL_STENCIL_TEST");
910 static void state_stencilwrite2s(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
912 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
913 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
915 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
916 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
917 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
918 checkGLcall("glStencilMask");
919 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
920 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
921 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
924 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
926 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
927 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
929 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
930 checkGLcall("glStencilMask");
933 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
935 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
937 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
939 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
942 /* Table fog on: Never use fog coords, and use per-fragment fog */
943 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
945 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
946 if (context
->fog_coord
)
948 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
950 context
->fog_coord
= FALSE
;
953 /* Range fog is only used with per-vertex fog in d3d */
954 if (gl_info
->supported
[NV_FOG_DISTANCE
])
956 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
957 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
962 /* Otherwise use per-vertex fog in any case */
963 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
965 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
967 /* No fog at all, or transformed vertices: Use fog coord */
968 if (!context
->fog_coord
)
970 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
971 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
972 context
->fog_coord
= TRUE
;
977 /* Otherwise, use the fragment depth */
978 if (context
->fog_coord
)
980 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
981 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
982 context
->fog_coord
= FALSE
;
985 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
987 if (gl_info
->supported
[NV_FOG_DISTANCE
])
989 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
990 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
994 WARN("Range fog enabled, but not supported by this GL implementation.\n");
997 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
999 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1000 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1005 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1007 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1008 float fogstart
, fogend
;
1014 switch(context
->fog_source
) {
1020 case FOGSOURCE_COORD
:
1026 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGSTART
];
1027 fogstart
= tmpvalue
.f
;
1028 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGEND
];
1029 fogend
= tmpvalue
.f
;
1030 /* Special handling for fogstart == fogend. In d3d with vertex
1031 * fog, everything is fogged. With table fog, everything with
1032 * fog_coord < fog_start is unfogged, and fog_coord > fog_start
1033 * is fogged. Windows drivers disagree when fog_coord == fog_start. */
1034 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
1035 && fogstart
== fogend
)
1037 fogstart
= -INFINITY
;
1043 /* This should not happen.context->fog_source is set in wined3d, not the app.
1044 * Still this is needed to make the compiler happy
1046 ERR("Unexpected fog coordinate source\n");
1051 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1052 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1053 TRACE("Fog Start == %f\n", fogstart
);
1055 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1056 checkGLcall("glFogf(GL_FOG_END, fogend)");
1057 TRACE("Fog End == %f\n", fogend
);
1060 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1062 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1063 enum fogsource new_source
;
1064 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1065 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1067 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1069 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1071 /* No fog? Disable it, and we're done :-) */
1072 glDisableWINE(GL_FOG
);
1073 checkGLcall("glDisable GL_FOG");
1079 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1080 * It can use the Z value of the vertex, or the alpha component of the specular color.
1081 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1082 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1083 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1085 * FOGTABLEMODE != NONE:
1086 * The Z value is used, with the equation specified, no matter what vertex type.
1088 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1089 * Per vertex fog is calculated using the specified fog equation and the parameters
1091 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1092 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1093 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1096 * Rules for vertex fog with shaders:
1098 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1099 * the fog computation to happen during transformation while openGL expects it to happen
1100 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1101 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1102 * To solve this problem, WineD3D does:
1103 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1105 * and 2) disables the fog computation (in either the fixed function or programmable
1106 * rasterizer) if using a vertex program.
1108 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1109 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1110 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1111 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1112 * There are some GL differences between specular fog coords and vertex shaders though.
1114 * With table fog the vertex shader fog coordinate is ignored.
1116 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1120 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1121 * the system will apply only pixel(=table) fog effects."
1123 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1127 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1128 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1129 new_source
= FOGSOURCE_VS
;
1133 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1135 /* If processed vertices are used, fall through to the NONE case */
1136 case WINED3D_FOG_EXP
:
1137 if (!context
->last_was_rhw
)
1139 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1140 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1141 new_source
= FOGSOURCE_FFP
;
1146 case WINED3D_FOG_EXP2
:
1147 if (!context
->last_was_rhw
)
1149 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1150 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1151 new_source
= FOGSOURCE_FFP
;
1156 case WINED3D_FOG_LINEAR
:
1157 if (!context
->last_was_rhw
)
1159 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1160 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1161 new_source
= FOGSOURCE_FFP
;
1166 case WINED3D_FOG_NONE
:
1167 /* Both are none? According to msdn the alpha channel of the specular
1168 * color contains a fog factor. Set it in drawStridedSlow.
1169 * Same happens with Vertexfog on transformed vertices
1171 new_source
= FOGSOURCE_COORD
;
1172 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1173 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1177 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1178 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1179 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1183 new_source
= FOGSOURCE_FFP
;
1185 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1187 case WINED3D_FOG_EXP
:
1188 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1189 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1192 case WINED3D_FOG_EXP2
:
1193 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1194 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1197 case WINED3D_FOG_LINEAR
:
1198 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1202 case WINED3D_FOG_NONE
: /* Won't happen */
1204 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1205 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1209 glEnableWINE(GL_FOG
);
1210 checkGLcall("glEnable GL_FOG");
1211 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1213 context
->fog_source
= new_source
;
1214 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1218 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1220 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1223 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1224 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, col
);
1225 checkGLcall("glFog GL_FOG_COLOR");
1228 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1230 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1236 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1237 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1238 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1241 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1243 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1246 /* Depends on the decoded vertex declaration to read the existence of diffuse data.
1247 * The vertex declaration will call this function if the fixed function pipeline is used.
1250 if(isStateDirty(context
, STATE_VDECL
)) {
1254 context
->num_untracked_materials
= 0;
1255 if ((context
->stream_info
.use_map
& (1 << WINED3D_FFP_DIFFUSE
))
1256 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1258 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1259 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1260 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1261 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1262 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1264 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1266 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1267 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1270 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1272 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1273 context
->num_untracked_materials
++;
1275 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1277 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1278 context
->num_untracked_materials
++;
1281 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1284 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1286 context
->untracked_materials
[context
->num_untracked_materials
] = GL_EMISSION
;
1287 context
->num_untracked_materials
++;
1289 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1291 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1292 context
->num_untracked_materials
++;
1295 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1298 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1300 context
->untracked_materials
[context
->num_untracked_materials
] = GL_SPECULAR
;
1301 context
->num_untracked_materials
++;
1304 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1310 /* Nothing changed, return. */
1311 if (Parm
== context
->tracking_parm
) return;
1315 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1316 checkGLcall("glDisable GL_COLOR_MATERIAL");
1320 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1321 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1322 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1323 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1326 /* Apparently calls to glMaterialfv are ignored for properties we're
1327 * tracking with glColorMaterial, so apply those here. */
1328 switch (context
->tracking_parm
)
1330 case GL_AMBIENT_AND_DIFFUSE
:
1331 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1332 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1333 checkGLcall("glMaterialfv");
1337 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1338 checkGLcall("glMaterialfv");
1342 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1343 checkGLcall("glMaterialfv");
1347 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1348 checkGLcall("glMaterialfv");
1352 /* Only change material color if specular is enabled, otherwise it is set to black */
1353 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1355 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1356 checkGLcall("glMaterialfv");
1360 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1361 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1362 checkGLcall("glMaterialfv");
1367 context
->tracking_parm
= Parm
;
1370 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1372 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1376 struct wined3d_line_pattern lp
;
1378 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1380 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1382 if (tmppattern
.lp
.repeat_factor
)
1384 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1385 checkGLcall("glLineStipple(repeat, linepattern)");
1386 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1387 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1391 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1392 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1396 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1398 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1400 if (isStateDirty(context
, STATE_VDECL
))
1403 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1404 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1405 * by zero and is not properly defined in opengl, so avoid it
1407 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1408 && (context
->stream_info
.use_map
& (1 << WINED3D_FFP_NORMAL
)))
1410 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1411 checkGLcall("glEnable(GL_NORMALIZE);");
1415 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1416 checkGLcall("glDisable(GL_NORMALIZE);");
1420 void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1427 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1428 if (tmpvalue
.f
!= 1.0f
)
1430 FIXME("WINED3D_RS_POINTSIZE_MIN not supported on this opengl, value is %f\n", tmpvalue
.f
);
1432 tmpvalue
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1433 if (tmpvalue
.f
!= 64.0f
)
1435 FIXME("WINED3D_RS_POINTSIZE_MAX not supported on this opengl, value is %f\n", tmpvalue
.f
);
1440 void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1442 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1449 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1450 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1452 /* Max point size trumps min point size */
1457 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
.f
);
1458 checkGLcall("glPointParameterfEXT(...)");
1459 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
.f
);
1460 checkGLcall("glPointParameterfEXT(...)");
1463 void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1465 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1472 min
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MIN
];
1473 max
.d
= state
->render_states
[WINED3D_RS_POINTSIZE_MAX
];
1475 /* Max point size trumps min point size */
1480 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
.f
);
1481 checkGLcall("glPointParameterfARB(...)");
1482 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
.f
);
1483 checkGLcall("glPointParameterfARB(...)");
1486 void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1488 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1489 /* TODO: Group this with the viewport */
1491 * POINTSCALEENABLE controls how point size value is treated. If set to
1492 * true, the point size is scaled with respect to height of viewport.
1493 * When set to false point size is in pixels.
1496 /* Default values */
1497 GLfloat att
[3] = {1.0f
, 0.0f
, 0.0f
};
1501 } pointSize
, A
, B
, C
;
1503 pointSize
.d
= state
->render_states
[WINED3D_RS_POINTSIZE
];
1504 A
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_A
];
1505 B
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_B
];
1506 C
.d
= state
->render_states
[WINED3D_RS_POINTSCALE_C
];
1508 if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1510 DWORD h
= state
->viewport
.height
;
1511 GLfloat scaleFactor
;
1513 if (pointSize
.f
< gl_info
->limits
.pointsize_min
)
1515 /* Minimum valid point size for OpenGL is driver specific. For Direct3D it is
1516 * 0.0f. This means that OpenGL will clamp really small point sizes to the
1517 * driver minimum. To correct for this we need to multiply by the scale factor when sizes
1518 * are less than 1.0f. scale_factor = 1.0f / point_size.
1520 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_min
;
1521 /* Clamp the point size, don't rely on the driver to do it. MacOS says min point size
1522 * is 1.0, but then accepts points below that and draws too small points
1524 pointSize
.f
= gl_info
->limits
.pointsize_min
;
1526 else if(pointSize
.f
> gl_info
->limits
.pointsize_max
)
1528 /* gl already scales the input to glPointSize,
1529 * d3d scales the result after the point size scale.
1530 * If the point size is bigger than the max size, use the
1531 * scaling to scale it bigger, and set the gl point size to max
1533 scaleFactor
= pointSize
.f
/ gl_info
->limits
.pointsize_max
;
1534 TRACE("scale: %f\n", scaleFactor
);
1535 pointSize
.f
= gl_info
->limits
.pointsize_max
;
1539 scaleFactor
= powf(h
* scaleFactor
, 2);
1541 att
[0] = A
.f
/ scaleFactor
;
1542 att
[1] = B
.f
/ scaleFactor
;
1543 att
[2] = C
.f
/ scaleFactor
;
1546 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1548 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1549 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1551 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1553 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1554 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1556 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1558 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1561 gl_info
->gl_ops
.gl
.p_glPointSize(pointSize
.f
);
1562 checkGLcall("glPointSize(...);");
1565 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1567 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1570 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1572 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1573 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1574 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1575 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1576 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1578 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1579 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1580 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1581 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1582 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1583 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1584 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1585 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1586 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1587 checkGLcall("glColorMask(...)");
1589 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1590 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1592 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1593 mask0
, mask1
, mask2
, mask3
);
1594 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1598 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1600 GL_EXTCALL(glColorMaski(index
,
1601 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1602 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1603 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1604 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1605 checkGLcall("glColorMaski");
1608 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1610 set_color_mask(context
->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1613 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1615 set_color_mask(context
->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1618 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1620 set_color_mask(context
->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1623 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1625 set_color_mask(context
->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1628 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1630 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1632 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1634 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1635 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1639 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1640 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1644 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1646 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1648 TRACE("Last Pixel Drawing Enabled\n");
1654 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1657 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1662 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1666 /* TODO: NV_POINT_SPRITE */
1667 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1669 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1670 FIXME("Point sprites not supported\n");
1675 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1677 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1679 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1681 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1682 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1686 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1687 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1691 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1693 if (state
->render_states
[WINED3D_RS_WRAP0
]
1694 || state
->render_states
[WINED3D_RS_WRAP1
]
1695 || state
->render_states
[WINED3D_RS_WRAP2
]
1696 || state
->render_states
[WINED3D_RS_WRAP3
]
1697 || state
->render_states
[WINED3D_RS_WRAP4
]
1698 || state
->render_states
[WINED3D_RS_WRAP5
]
1699 || state
->render_states
[WINED3D_RS_WRAP6
]
1700 || state
->render_states
[WINED3D_RS_WRAP7
]
1701 || state
->render_states
[WINED3D_RS_WRAP8
]
1702 || state
->render_states
[WINED3D_RS_WRAP9
]
1703 || state
->render_states
[WINED3D_RS_WRAP10
]
1704 || state
->render_states
[WINED3D_RS_WRAP11
]
1705 || state
->render_states
[WINED3D_RS_WRAP12
]
1706 || state
->render_states
[WINED3D_RS_WRAP13
]
1707 || state
->render_states
[WINED3D_RS_WRAP14
]
1708 || state
->render_states
[WINED3D_RS_WRAP15
])
1709 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1712 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1714 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1715 WARN("Multisample antialiasing not supported by GL.\n");
1718 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1720 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1722 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1724 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1725 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1729 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1730 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1734 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1736 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1738 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1740 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1741 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1745 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1746 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1750 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1751 * OpenGL the bias is specified in units of "the smallest value that is
1752 * guaranteed to produce a resolvable offset for a given implementation". To
1753 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1754 * There's no practical way to retrieve that value from a given GL
1755 * implementation, but the D3D application has essentially the same problem,
1756 * which makes a guess of the depth buffer format's highest possible value a
1757 * reasonable guess. Note that SLOPESCALEDEPTHBIAS is a scaling factor for the
1758 * depth slope, and doesn't need to be scaled. */
1759 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1761 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1763 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1764 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1766 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1773 } scale_bias
, const_bias
;
1775 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1776 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1778 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1779 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
1781 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1783 float bias
= -(float)const_bias
.d
;
1784 gl_info
->gl_ops
.gl
.p_glPolygonOffset(bias
, bias
);
1785 checkGLcall("glPolygonOffset");
1791 const struct wined3d_format
*fmt
= depth
->format
;
1792 scale
= powf(2, fmt
->depth_size
) - 1;
1793 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1794 debug_d3dformat(fmt
->id
), scale
);
1798 /* The context manager will reapply this state on a depth stencil change */
1799 TRACE("No depth stencil, using depthbias scale of 0.0.\n");
1803 gl_info
->gl_ops
.gl
.p_glPolygonOffset(scale_bias
.f
, const_bias
.f
* scale
);
1804 checkGLcall("glPolygonOffset(...)");
1809 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1810 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
1814 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1816 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1817 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1820 static void state_perspective(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1822 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1824 if (state
->render_states
[WINED3D_RS_TEXTUREPERSPECTIVE
])
1826 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_NICEST
);
1827 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)");
1831 gl_info
->gl_ops
.gl
.p_glHint(GL_PERSPECTIVE_CORRECTION_HINT
, GL_FASTEST
);
1832 checkGLcall("glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)");
1836 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1838 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1839 FIXME("Stippled Alpha not supported yet.\n");
1842 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1844 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1845 FIXME("Antialias not supported yet.\n");
1848 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1850 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1851 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1852 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1855 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1857 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1858 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1859 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1862 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1870 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1872 static BOOL displayed
= FALSE
;
1874 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1876 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1882 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1884 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1885 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1886 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1889 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1891 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1892 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1893 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1896 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1898 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1899 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1900 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1903 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1910 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1912 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1914 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1915 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1917 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1918 * In d3d9 test is not performed in this case*/
1919 if (zmin
.f
<= zmax
.f
)
1921 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1922 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1923 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1924 checkGLcall("glDepthBoundsEXT(...)");
1928 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1929 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1934 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1935 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1938 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1941 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1943 if (state
->render_states
[WINED3D_RS_WRAPU
])
1944 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1947 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1949 if (state
->render_states
[WINED3D_RS_WRAPV
])
1950 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1953 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1955 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1956 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1959 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1961 if (state
->render_states
[WINED3D_RS_ROP2
])
1962 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1965 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1967 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1968 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1971 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1973 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1974 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1977 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1979 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1980 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1983 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1985 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1986 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1989 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1991 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1992 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1995 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1997 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1998 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
2001 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2003 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
2004 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
2007 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2009 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2010 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2013 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2015 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2016 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2019 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2021 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2022 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2025 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2027 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2028 FIXME("Software vertex processing not implemented.\n");
2031 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2032 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2033 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2034 * flag specifies the complement of the input should be used. */
2035 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2036 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2038 /* Calculate the operand */
2040 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2041 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2043 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2044 else *operand
= GL_SRC_COLOR
;
2047 /* Calculate the source */
2048 switch (arg
& WINED3DTA_SELECTMASK
) {
2049 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2050 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2051 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2052 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2053 case WINED3DTA_SPECULAR
:
2055 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2056 * 'Secondary color' and isn't supported until base GL supports it
2057 * There is no concept of temp registers as far as I can tell
2059 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2060 *source
= GL_TEXTURE
;
2063 FIXME("Unrecognized texture arg %#x\n", arg
);
2064 *source
= GL_TEXTURE
;
2069 /* Setup the texture operations texture stage states */
2070 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2071 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2073 GLenum src1
, src2
, src3
;
2074 GLenum opr1
, opr2
, opr3
;
2076 GLenum src0_target
, src1_target
, src2_target
;
2077 GLenum opr0_target
, opr1_target
, opr2_target
;
2079 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2080 BOOL Handled
= FALSE
;
2082 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2084 /* Operations usually involve two args, src0 and src1 and are operations
2085 * of the form (a1 <operation> a2). However, some of the more complex
2086 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2087 * Microsoft added in a third parameter called a0. Therefore these are
2088 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2089 * parameter goes to the front.
2091 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2092 * actual functions below, expect their syntax to differ slightly to those
2093 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2094 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2098 comb_target
= GL_COMBINE_ALPHA
;
2099 src0_target
= GL_SOURCE0_ALPHA
;
2100 src1_target
= GL_SOURCE1_ALPHA
;
2101 src2_target
= GL_SOURCE2_ALPHA
;
2102 opr0_target
= GL_OPERAND0_ALPHA
;
2103 opr1_target
= GL_OPERAND1_ALPHA
;
2104 opr2_target
= GL_OPERAND2_ALPHA
;
2105 scal_target
= GL_ALPHA_SCALE
;
2109 comb_target
= GL_COMBINE_RGB
;
2110 src0_target
= GL_SOURCE0_RGB
;
2111 src1_target
= GL_SOURCE1_RGB
;
2112 src2_target
= GL_SOURCE2_RGB
;
2113 opr0_target
= GL_OPERAND0_RGB
;
2114 opr1_target
= GL_OPERAND1_RGB
;
2115 opr2_target
= GL_OPERAND2_RGB
;
2116 scal_target
= GL_RGB_SCALE
;
2119 /* If a texture stage references an invalid texture unit the stage just
2120 * passes through the result from the previous stage */
2121 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2123 arg1
= WINED3DTA_CURRENT
;
2124 op
= WINED3D_TOP_SELECT_ARG1
;
2127 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2129 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2131 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2133 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2134 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2136 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2138 Handled
= TRUE
; /* Assume will be handled */
2140 /* Other texture operations require special extensions: */
2141 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2145 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2146 src3_target
= GL_SOURCE3_ALPHA_NV
;
2147 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2150 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2151 src3_target
= GL_SOURCE3_RGB_NV
;
2152 opr3_target
= GL_OPERAND3_RGB_NV
;
2156 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2157 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2158 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2159 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2160 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2161 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2162 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2163 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2164 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2165 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2166 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2167 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2168 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2169 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2170 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2171 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2172 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2173 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2174 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2177 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2178 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2179 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2180 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2181 if (op
== WINED3D_TOP_SELECT_ARG1
)
2183 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2184 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2186 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2191 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2193 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2195 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2196 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2197 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2198 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2199 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2200 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2201 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2202 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2203 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2204 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2206 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2209 case WINED3D_TOP_MODULATE
:
2210 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2211 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2212 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2213 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2214 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2215 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2216 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2217 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2218 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2219 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2220 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2221 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2222 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2223 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2224 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2225 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2226 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2227 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2228 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2229 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2231 case WINED3D_TOP_MODULATE_2X
:
2232 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2233 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2234 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2235 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2236 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2237 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2238 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2239 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2240 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2241 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2242 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2243 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2244 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2245 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2246 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2247 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2248 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2249 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2250 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2251 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2253 case WINED3D_TOP_MODULATE_4X
:
2254 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2255 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2256 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2257 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2258 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2259 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2260 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2261 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2262 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2263 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2264 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2265 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2266 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2267 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2268 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2269 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2270 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2271 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2273 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2276 case WINED3D_TOP_ADD
:
2277 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2278 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2279 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2280 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2281 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2282 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2283 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2284 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2285 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2286 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2287 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2288 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2289 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2290 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2291 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2292 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2293 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2294 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2295 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2296 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2299 case WINED3D_TOP_ADD_SIGNED
:
2300 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2301 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2302 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2303 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2304 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2305 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2306 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2307 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2308 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2309 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2310 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2311 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2312 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2313 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2314 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2315 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2316 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2317 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2319 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2322 case WINED3D_TOP_ADD_SIGNED_2X
:
2323 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2324 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2325 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2326 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2327 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2328 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2329 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2330 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2331 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2332 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2333 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2334 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2335 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2336 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2337 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2338 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2339 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2340 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2341 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2342 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2345 case WINED3D_TOP_ADD_SMOOTH
:
2346 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2347 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2348 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2349 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2350 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2351 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2352 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2353 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2354 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2355 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2356 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2357 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2358 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2359 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2360 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2361 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2363 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2364 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2365 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2366 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2368 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2369 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2371 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2374 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2375 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2376 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2377 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2378 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2379 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2380 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2381 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2382 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2383 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2384 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2385 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2386 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2387 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2388 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2389 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2390 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2391 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2392 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2393 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2394 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2396 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2397 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2398 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2399 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2400 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2401 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2402 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2403 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2404 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2405 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2406 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2407 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2408 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2409 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2410 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2411 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2412 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2413 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2414 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2415 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2416 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2418 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2419 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2420 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2421 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2422 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2423 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2424 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2425 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2426 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2427 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2428 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2429 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2430 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2431 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2432 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2433 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2434 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2435 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2436 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2437 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2438 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2440 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2441 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2442 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2443 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2444 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2445 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2446 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2447 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2448 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2449 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2450 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2451 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2452 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2453 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2454 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2455 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2456 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2457 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2458 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2459 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2460 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2462 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2463 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2464 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2465 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2466 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2467 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2468 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2469 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2470 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2471 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2472 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2473 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2474 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2475 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2476 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2477 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2478 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2480 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2481 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2483 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2484 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2485 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2486 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2488 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2489 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2490 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2491 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2492 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2493 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2494 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2495 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2496 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2497 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2498 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2499 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2500 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2502 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2503 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2505 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2506 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2507 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2508 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2509 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2510 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2511 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2512 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2514 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2515 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2516 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2517 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2518 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2519 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2520 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2521 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2522 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2523 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2524 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2525 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2526 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2527 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2528 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2529 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2530 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2532 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2533 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2534 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2535 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2537 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2538 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2539 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2540 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2542 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2543 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2544 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2545 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2546 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2548 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2549 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2550 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2551 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2553 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2554 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2555 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2556 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2557 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2558 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2559 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2560 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2562 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2563 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2565 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2566 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2567 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2568 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2569 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2570 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2571 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2572 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2574 case WINED3D_TOP_MULTIPLY_ADD
:
2575 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2576 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2577 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2578 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2579 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2580 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2581 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2582 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2583 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2584 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2585 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2586 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2587 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2588 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2589 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2590 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2591 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2592 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2593 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2594 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2597 case WINED3D_TOP_BUMPENVMAP
:
2598 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2599 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2608 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2609 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2613 } /* GL_NV_texture_env_combine4 */
2615 Handled
= TRUE
; /* Again, assume handled */
2617 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2618 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2619 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2620 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2621 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2622 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2623 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2624 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2625 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2627 case WINED3D_TOP_SELECT_ARG1
:
2628 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2629 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2630 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2631 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2632 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2633 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2634 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2635 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2637 case WINED3D_TOP_SELECT_ARG2
:
2638 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2639 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2640 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2641 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2642 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2643 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2644 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2645 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2647 case WINED3D_TOP_MODULATE
:
2648 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2649 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2650 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2651 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2652 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2653 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2654 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2655 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2656 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2657 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2658 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2659 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2661 case WINED3D_TOP_MODULATE_2X
:
2662 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2663 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2664 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2665 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2666 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2667 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2668 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2669 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2670 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2671 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2672 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2673 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2675 case WINED3D_TOP_MODULATE_4X
:
2676 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2677 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2678 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2679 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2680 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2681 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2682 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2683 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2684 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2685 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2686 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2687 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2689 case WINED3D_TOP_ADD
:
2690 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2691 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2692 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2693 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2694 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2695 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2696 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2697 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2698 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2699 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2700 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2701 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2703 case WINED3D_TOP_ADD_SIGNED
:
2704 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2705 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2706 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2707 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2708 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2709 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2710 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2711 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2712 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2713 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2714 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2715 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2717 case WINED3D_TOP_ADD_SIGNED_2X
:
2718 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2719 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2720 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2721 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2722 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2723 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2724 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2725 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2726 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2727 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2728 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2729 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2731 case WINED3D_TOP_SUBTRACT
:
2732 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2734 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2735 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2736 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2737 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2738 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2739 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2740 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2741 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2742 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2743 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2744 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2745 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2747 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2751 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2752 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2753 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2754 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2755 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2756 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2757 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2758 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2759 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2760 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2761 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2762 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2763 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2764 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2765 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2766 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2767 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2769 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2770 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2771 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2772 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2773 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2774 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2775 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2776 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2777 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2778 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2779 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2780 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2781 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2782 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2783 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2784 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2785 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2787 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2788 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2789 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2790 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2791 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2792 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2793 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2794 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2795 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2796 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2797 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2798 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2799 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2800 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2801 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2802 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2803 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2805 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2806 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2807 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2808 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2809 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2810 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2811 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2812 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2813 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2814 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2815 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2816 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2817 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2818 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2819 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2820 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2821 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2823 case WINED3D_TOP_DOTPRODUCT3
:
2824 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2829 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2831 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2832 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2834 FIXME("This version of opengl does not support GL_DOT3\n");
2836 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2837 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2838 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2839 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2840 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2841 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2842 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2843 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2844 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2845 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2847 case WINED3D_TOP_LERP
:
2848 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2849 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2850 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2851 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2852 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2853 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2854 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2855 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2856 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2857 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2858 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2859 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2860 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2861 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2862 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2863 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2865 case WINED3D_TOP_ADD_SMOOTH
:
2866 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2868 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2869 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2870 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2871 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2873 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2874 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2875 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2876 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2878 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2879 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2880 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2881 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2882 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2883 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2884 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2885 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2886 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2887 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2888 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2889 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2893 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2894 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2896 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2897 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2898 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2899 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2900 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2901 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2902 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2903 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2904 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2905 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2906 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2907 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2908 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2909 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2910 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2911 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2915 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2916 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2918 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2919 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2920 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2921 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2923 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2924 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2925 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2926 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2928 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2929 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2930 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2931 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2932 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2933 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2934 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2935 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2936 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2937 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2938 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2939 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2943 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2944 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2946 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2947 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2948 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2949 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2950 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2951 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2952 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2953 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2955 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2956 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2957 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2958 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2960 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2961 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2962 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2963 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2964 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2965 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2966 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2967 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2971 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2972 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2974 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2975 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2976 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2977 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2979 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2980 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2981 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2982 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2984 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2985 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2986 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2987 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2988 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2989 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2990 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2991 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2992 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2993 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2994 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2995 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2999 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3000 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3002 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3003 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3004 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3005 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3007 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3008 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3009 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3010 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3012 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3013 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3014 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3015 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3017 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3018 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3019 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3020 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3022 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3023 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3024 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3025 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3026 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3027 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3028 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3029 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3033 case WINED3D_TOP_MULTIPLY_ADD
:
3034 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3036 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3037 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3038 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3039 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3040 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3041 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3042 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3043 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3044 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3045 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3046 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3047 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3048 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3049 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3050 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3051 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3055 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3056 case WINED3D_TOP_BUMPENVMAP
:
3057 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3059 /* Technically texture shader support without register combiners is possible, but not expected to occur
3060 * on real world cards, so for now a fixme should be enough
3062 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3072 BOOL combineOK
= TRUE
;
3073 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3078 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3080 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3082 /* Note: If COMBINE4 in effect can't go back to combine! */
3085 case WINED3D_TOP_ADD_SMOOTH
:
3086 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3087 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3088 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3089 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3090 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3091 case WINED3D_TOP_MULTIPLY_ADD
:
3092 /* Ignore those implemented in both cases */
3095 case WINED3D_TOP_SELECT_ARG1
:
3096 case WINED3D_TOP_SELECT_ARG2
:
3101 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3109 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3110 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3116 /* After all the extensions, if still unhandled, report fixme */
3117 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3121 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3123 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3124 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3125 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3126 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3128 TRACE("Setting color op for stage %d\n", stage
);
3130 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3131 if (use_ps(state
)) return;
3133 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3135 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3137 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3139 FIXME("Attempt to enable unsupported stage!\n");
3142 context_active_texture(context
, gl_info
, mapped_stage
);
3145 if (stage
>= context
->lowest_disabled_stage
)
3147 TRACE("Stage disabled\n");
3148 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3150 /* Disable everything here */
3151 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3152 checkGLcall("glDisable(GL_TEXTURE_2D)");
3153 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3154 checkGLcall("glDisable(GL_TEXTURE_3D)");
3155 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3157 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3158 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3160 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3162 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3163 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3170 /* The sampler will also activate the correct texture dimensions, so no
3171 * need to do it here if the sampler for this stage is dirty. */
3172 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3173 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3175 set_tex_op(gl_info
, state
, FALSE
, stage
,
3176 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3177 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3178 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3179 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3182 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3184 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3185 BOOL tex_used
= context
->fixed_function_usage_map
& (1 << stage
);
3186 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3187 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3188 DWORD op
, arg1
, arg2
, arg0
;
3190 TRACE("Setting alpha op for stage %d\n", stage
);
3191 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3192 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3194 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3196 FIXME("Attempt to enable unsupported stage!\n");
3199 context_active_texture(context
, gl_info
, mapped_stage
);
3202 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3203 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3204 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3205 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3207 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3209 struct wined3d_texture
*texture
= state
->textures
[0];
3210 GLenum texture_dimensions
= texture
->target
;
3212 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3214 if (texture
->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
&& !texture
->resource
.format
->alpha_size
)
3216 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3217 * properly. On the other hand applications can still use texture combiners apparently. This code
3218 * takes care that apps cannot remove the texture's alpha channel entirely.
3220 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3221 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3222 * and alpha component of diffuse color to draw things like translucent text and perform other
3225 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3226 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3227 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3228 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3229 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3230 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3231 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3232 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3233 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3236 * What to do with multitexturing? So far no app has been found that uses color keying with
3238 if (op
== WINED3D_TOP_DISABLE
)
3240 arg1
= WINED3DTA_TEXTURE
;
3241 op
= WINED3D_TOP_SELECT_ARG1
;
3243 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3245 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3247 arg2
= WINED3DTA_TEXTURE
;
3248 op
= WINED3D_TOP_MODULATE
;
3250 else arg1
= WINED3DTA_TEXTURE
;
3252 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3254 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3256 arg1
= WINED3DTA_TEXTURE
;
3257 op
= WINED3D_TOP_MODULATE
;
3259 else arg2
= WINED3DTA_TEXTURE
;
3265 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3266 * this if block here, and the other code(color keying, texture unit selection) are the same
3268 TRACE("Setting alpha op for stage %d\n", stage
);
3269 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3271 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3272 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3276 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3280 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3282 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3283 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3284 unsigned int mapped_stage
= context
->tex_unit_map
[tex
];
3285 struct wined3d_matrix mat
;
3287 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3288 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3290 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3294 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3295 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3297 context_active_texture(context
, gl_info
, mapped_stage
);
3298 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3299 checkGLcall("glMatrixMode(GL_TEXTURE)");
3301 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3303 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3304 checkGLcall("glLoadMatrixf");
3307 static void unload_tex_coords(const struct wined3d_gl_info
*gl_info
)
3309 unsigned int texture_idx
;
3311 for (texture_idx
= 0; texture_idx
< gl_info
->limits
.texture_coords
; ++texture_idx
)
3313 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ texture_idx
));
3314 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_TEXTURE_COORD_ARRAY
);
3318 static void load_tex_coords(const struct wined3d_context
*context
, const struct wined3d_stream_info
*si
,
3319 GLuint
*curVBO
, const struct wined3d_state
*state
)
3321 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3322 unsigned int mapped_stage
= 0;
3323 unsigned int textureNo
= 0;
3325 for (textureNo
= 0; textureNo
< context
->d3d_info
->limits
.ffp_blend_stages
; ++textureNo
)
3327 int coordIdx
= state
->texture_states
[textureNo
][WINED3D_TSS_TEXCOORD_INDEX
];
3329 mapped_stage
= context
->tex_unit_map
[textureNo
];
3330 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) continue;
3332 if (mapped_stage
>= gl_info
->limits
.texture_coords
)
3334 FIXME("Attempted to load unsupported texture coordinate %u\n", mapped_stage
);
3338 if (coordIdx
< MAX_TEXTURES
&& (si
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ coordIdx
))))
3340 const struct wined3d_stream_info_element
*e
= &si
->elements
[WINED3D_FFP_TEXCOORD0
+ coordIdx
];
3342 TRACE("Setting up texture %u, idx %d, coordindx %u, data {%#x:%p}.\n",
3343 textureNo
, mapped_stage
, coordIdx
, e
->data
.buffer_object
, e
->data
.addr
);
3345 if (*curVBO
!= e
->data
.buffer_object
)
3347 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
3348 checkGLcall("glBindBuffer");
3349 *curVBO
= e
->data
.buffer_object
;
3352 GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB
+ mapped_stage
));
3353 checkGLcall("glClientActiveTextureARB");
3355 /* The coords to supply depend completely on the fvf / vertex shader */
3356 gl_info
->gl_ops
.gl
.p_glTexCoordPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
3357 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
3358 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_TEXTURE_COORD_ARRAY
);
3362 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ mapped_stage
, 0, 0, 0, 1));
3365 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3367 /* The number of the mapped stages increases monotonically, so it's fine to use the last used one. */
3368 for (textureNo
= mapped_stage
+ 1; textureNo
< gl_info
->limits
.textures
; ++textureNo
)
3370 GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB
+ textureNo
, 0, 0, 0, 1));
3374 checkGLcall("loadTexCoords");
3377 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3379 DWORD stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3380 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3381 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3382 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3383 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3384 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3385 DWORD mapped_stage
= context
->tex_unit_map
[stage
];
3387 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3389 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3393 if (mapped_stage
>= gl_info
->limits
.fragment_samplers
)
3395 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3398 context_active_texture(context
, gl_info
, mapped_stage
);
3400 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3402 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3403 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3404 * means use the vertex position (camera-space) as the input texture coordinates
3405 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3406 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3407 * to the TEXCOORDINDEX value
3409 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3411 case WINED3DTSS_TCI_PASSTHRU
:
3412 /* Use the specified texture coordinates contained within the
3413 * vertex format. This value resolves to zero. */
3414 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3415 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3416 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3417 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3418 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3421 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3422 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3423 * as the input texture coordinates for this stage's texture transformation. This
3424 * equates roughly to EYE_LINEAR */
3426 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3427 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3428 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3429 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3430 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3431 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3432 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3433 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3434 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3436 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3437 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3438 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3439 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3441 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3442 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3443 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3444 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3448 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3449 /* Note that NV_TEXGEN_REFLECTION support is implied when
3450 * ARB_TEXTURE_CUBE_MAP is supported */
3451 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3453 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3457 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3458 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3459 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3460 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3461 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3462 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3463 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3464 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3465 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3467 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3468 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3469 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3470 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3472 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3473 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3474 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3475 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3479 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3480 /* Note that NV_TEXGEN_REFLECTION support is implied when
3481 * ARB_TEXTURE_CUBE_MAP is supported */
3482 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3484 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3488 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3489 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3490 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3491 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3492 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3493 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3494 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3495 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3496 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3498 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3499 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3500 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3501 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3503 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3504 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3505 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3506 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3510 case WINED3DTSS_TCI_SPHEREMAP
:
3511 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3512 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3513 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3515 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3516 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3517 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3518 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3523 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3524 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3525 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3526 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3527 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3528 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3529 checkGLcall("Disable texgen.");
3534 /* Update the texture matrix. */
3535 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3536 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3538 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3540 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3541 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3542 * and do all the things linked to it
3543 * TODO: Tidy that up to reload only the arrays of the changed unit
3545 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3547 unload_tex_coords(gl_info
);
3548 load_tex_coords(context
, &context
->stream_info
, &curVBO
, state
);
3552 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3554 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3555 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3557 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3559 if(!texture
) return;
3560 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3561 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3562 * scaling is reapplied or removed, the texture matrix has to be reapplied
3564 * The mapped stage is already active because the sampler() function below, which is part of the
3567 if (sampler
< MAX_TEXTURES
)
3569 const BOOL texIsPow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3571 if (texIsPow2
|| (context
->lastWasPow2Texture
& (1 << sampler
)))
3574 context
->lastWasPow2Texture
|= 1 << sampler
;
3576 context
->lastWasPow2Texture
&= ~(1 << sampler
);
3578 transform_texture(context
, state
,
3579 STATE_TEXTURESTAGE(context
->tex_unit_map
[sampler
], WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3584 static enum wined3d_texture_address
wined3d_texture_address_mode(const struct wined3d_texture
*texture
,
3585 enum wined3d_texture_address t
)
3587 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3589 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3590 return WINED3D_TADDRESS_WRAP
;
3593 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3594 if (texture
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3595 && t
== WINED3D_TADDRESS_WRAP
))
3596 return WINED3D_TADDRESS_CLAMP
;
3601 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3602 const struct wined3d_gl_info
*gl_info
, const DWORD
*sampler_states
, const struct wined3d_texture
*texture
)
3610 desc
->address_u
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3611 desc
->address_v
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3612 desc
->address_w
= wined3d_texture_address_mode(texture
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3613 D3DCOLORTOGLFLOAT4(sampler_states
[WINED3D_SAMP_BORDER_COLOR
], desc
->border_color
);
3614 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3615 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3616 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3617 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3618 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3619 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3620 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3621 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3622 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3623 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3624 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3625 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3626 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3627 desc
->lod_bias
= lod_bias
.f
;
3628 desc
->min_lod
= -1000.0f
;
3629 desc
->max_lod
= 1000.0f
;
3630 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3631 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3632 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3633 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3634 || (texture
->flags
& WINED3D_TEXTURE_COND_NP2
))
3635 desc
->max_anisotropy
= 1;
3636 desc
->compare
= texture
->resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3637 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3638 desc
->srgb_decode
= sampler_states
[WINED3D_SAMP_SRGB_TEXTURE
];
3640 if (!(texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3642 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3643 desc
->min_filter
= WINED3D_TEXF_POINT
;
3644 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3647 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3649 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3650 if (gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3651 desc
->min_filter
= WINED3D_TEXF_POINT
;
3655 /* Enabling and disabling texture dimensions is done by texture stage state /
3656 * pixel shader setup, this function only has to bind textures and set the per
3657 * texture states. */
3658 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3660 DWORD sampler_idx
= state_id
- STATE_SAMPLER(0);
3661 DWORD mapped_stage
= context
->tex_unit_map
[sampler_idx
];
3662 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3664 TRACE("Sampler %u.\n", sampler_idx
);
3667 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3669 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3673 if (mapped_stage
>= gl_info
->limits
.combined_samplers
)
3677 context_active_texture(context
, gl_info
, mapped_stage
);
3679 if (state
->textures
[sampler_idx
])
3681 struct wined3d_texture
*texture
= state
->textures
[sampler_idx
];
3682 BOOL srgb
= state
->sampler_states
[sampler_idx
][WINED3D_SAMP_SRGB_TEXTURE
];
3683 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3684 struct wined3d_sampler_desc desc
;
3685 struct gl_texture
*gl_tex
;
3686 unsigned int base_level
;
3688 wined3d_sampler_desc_from_sampler_states(&desc
, gl_info
, sampler_states
, texture
);
3690 wined3d_texture_bind(texture
, context
, srgb
);
3691 if (!gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3693 wined3d_texture_apply_sampler_desc(texture
, &desc
, gl_info
);
3697 struct wined3d_device
*device
= context
->swapchain
->device
;
3698 struct wined3d_sampler
*sampler
;
3699 struct wine_rb_entry
*entry
;
3701 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3703 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3707 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &sampler
)))
3709 ERR("Failed to create sampler.\n");
3714 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3715 ERR("Failed to insert sampler.\n");
3721 GL_EXTCALL(glBindSampler(mapped_stage
, sampler
->name
));
3722 checkGLcall("glBindSampler");
3726 if (texture
->flags
& WINED3D_TEXTURE_COND_NP2
)
3728 else if (desc
.mip_filter
== WINED3D_TEXF_NONE
)
3729 base_level
= texture
->lod
;
3731 base_level
= min(max(sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
],
3732 texture
->lod
), texture
->level_count
- 1);
3734 gl_tex
= wined3d_texture_get_gl_texture(texture
, texture
->flags
& WINED3D_TEXTURE_IS_SRGB
);
3735 if (base_level
!= gl_tex
->base_level
)
3737 /* Note that WINED3D_SAMP_MAX_MIP_LEVEL specifies the largest mipmap
3738 * (default 0), while GL_TEXTURE_MAX_LEVEL specifies the smallest
3739 * mimap used (default 1000). So WINED3D_SAMP_MAX_MIP_LEVEL
3740 * corresponds to GL_TEXTURE_BASE_LEVEL. */
3741 gl_info
->gl_ops
.gl
.p_glTexParameteri(texture
->target
, GL_TEXTURE_BASE_LEVEL
, base_level
);
3742 gl_tex
->base_level
= base_level
;
3745 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3746 if (!(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3747 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3751 context_bind_texture(context
, GL_NONE
, 0);
3755 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3761 if (!context
->last_was_pshader
)
3763 /* Former draw without a pixel shader, some samplers may be
3764 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3765 * make sure to enable them. */
3766 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
3768 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3769 sampler(context
, state
, STATE_SAMPLER(i
));
3771 context
->last_was_pshader
= TRUE
;
3775 /* Otherwise all samplers were activated by the code above in
3776 * earlier draws, or by sampler() if a different texture was
3777 * bound. I don't have to do anything. */
3782 /* Disabled the pixel shader - color ops weren't applied while it was
3783 * enabled, so re-apply them. */
3784 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3786 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3787 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3789 context
->last_was_pshader
= FALSE
;
3792 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
3795 static void state_geometry_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3797 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_GEOMETRY
;
3800 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3802 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3805 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3807 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3808 struct wined3d_matrix mat
;
3810 /* This function is called by transform_view below if the view matrix was changed too
3812 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3813 * does not always update the world matrix, only on a switch between transformed
3814 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3815 * draw, but that should be rather rare and cheaper in total.
3817 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3818 checkGLcall("glMatrixMode");
3820 get_modelview_matrix(context
, state
, &mat
);
3822 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3823 checkGLcall("glLoadMatrixf");
3826 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3828 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3829 UINT index
= state_id
- STATE_CLIPPLANE(0);
3832 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.clipplanes
)
3835 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3836 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3838 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3840 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3842 /* With vertex shaders, clip planes are not transformed in Direct3D,
3843 * while in OpenGL they are still transformed by the model view matix. */
3844 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3846 plane
[0] = state
->clip_planes
[index
].x
;
3847 plane
[1] = state
->clip_planes
[index
].y
;
3848 plane
[2] = state
->clip_planes
[index
].z
;
3849 plane
[3] = state
->clip_planes
[index
].w
;
3851 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3852 plane
[0], plane
[1], plane
[2], plane
[3]);
3853 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3854 checkGLcall("glClipPlane");
3856 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3859 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3861 UINT matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3862 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3865 TRACE("Setting world matrix %d\n", matrix
);
3867 if (matrix
>= gl_info
->limits
.blends
)
3869 WARN("Unsupported blend matrix set\n");
3873 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3876 /* GL_MODELVIEW0_ARB: 0x1700
3877 * GL_MODELVIEW1_ARB: 0x850a
3878 * GL_MODELVIEW2_ARB: 0x8722
3879 * GL_MODELVIEW3_ARB: 0x8723
3881 * GL_MODELVIEW31_ARB: 0x873f
3883 if(matrix
== 1) glMat
= GL_MODELVIEW1_ARB
;
3884 else glMat
= GL_MODELVIEW2_ARB
- 2 + matrix
;
3886 gl_info
->gl_ops
.gl
.p_glMatrixMode(glMat
);
3887 checkGLcall("glMatrixMode(glMat)");
3889 /* World matrix 0 is multiplied with the view matrix because d3d uses 3
3890 * matrices while gl uses only 2. To avoid weighting the view matrix
3891 * incorrectly it has to be multiplied into every GL modelview matrix. */
3892 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3893 checkGLcall("glLoadMatrixf");
3894 gl_info
->gl_ops
.gl
.p_glMultMatrixf(&state
->transforms
[WINED3D_TS_WORLD_MATRIX(matrix
)]._11
);
3895 checkGLcall("glMultMatrixf");
3898 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3900 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3901 static unsigned int once
;
3903 if (f
== WINED3D_VBF_DISABLE
)
3906 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3907 else WARN("Vertex blend flags %#x not supported.\n", f
);
3910 static void state_vertexblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3912 enum wined3d_vertex_blend_flags val
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3913 struct wined3d_device
*device
= context
->swapchain
->device
;
3914 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3915 static unsigned int once
;
3919 case WINED3D_VBF_1WEIGHTS
:
3920 case WINED3D_VBF_2WEIGHTS
:
3921 case WINED3D_VBF_3WEIGHTS
:
3922 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_BLEND_ARB
);
3923 checkGLcall("glEnable(GL_VERTEX_BLEND_ARB)");
3925 /* D3D adds one more matrix which has weight (1 - sum(weights)).
3926 * This is enabled at context creation with enabling
3927 * GL_WEIGHT_SUM_UNITY_ARB. */
3928 GL_EXTCALL(glVertexBlendARB(state
->render_states
[WINED3D_RS_VERTEXBLEND
] + 1));
3930 if (!device
->vertexBlendUsed
)
3933 for (i
= 1; i
< gl_info
->limits
.blends
; ++i
)
3935 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
))))
3936 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(i
)));
3938 device
->vertexBlendUsed
= TRUE
;
3942 case WINED3D_VBF_TWEENING
:
3943 case WINED3D_VBF_0WEIGHTS
: /* Indexed vertex blending, not supported. */
3944 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", val
);
3945 else WARN("Vertex blend flags %#x not supported.\n", val
);
3947 case WINED3D_VBF_DISABLE
:
3948 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_BLEND_ARB
);
3949 checkGLcall("glDisable(GL_VERTEX_BLEND_ARB)");
3954 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3956 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
3957 const struct wined3d_light_info
*light
= NULL
;
3960 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3961 * NOTE: We have to reset the positions even if the light/plane is not currently
3962 * enabled, since the call to enable it will not reset the position.
3963 * NOTE2: Apparently texture transforms do NOT need reapplying
3966 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3967 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3968 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3969 checkGLcall("glLoadMatrixf(...)");
3971 /* Reset lights. TODO: Call light apply func */
3972 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3974 if (!(light
= state
->lights
[k
]))
3976 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3977 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3979 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3980 checkGLcall("glLightfv posn");
3981 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3982 checkGLcall("glLightfv dirn");
3985 /* Reset Clipping Planes */
3986 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
3988 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3989 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3992 if (context
->last_was_rhw
)
3994 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3995 checkGLcall("glLoadIdentity()");
3996 /* No need to update the world matrix, the identity is fine */
4000 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
4001 * No need to do it here if the state is scheduled for update. */
4002 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4003 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4005 /* Avoid looping over a number of matrices if the app never used the functionality */
4006 if (context
->swapchain
->device
->vertexBlendUsed
)
4008 for (k
= 1; k
< gl_info
->limits
.blends
; ++k
)
4010 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
))))
4011 transform_worldex(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(k
)));
4016 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4018 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4019 struct wined3d_matrix projection
;
4021 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
4022 checkGLcall("glMatrixMode(GL_PROJECTION)");
4024 get_projection_matrix(context
, state
, &projection
);
4025 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
4026 checkGLcall("glLoadMatrixf");
4029 /* This should match any arrays loaded in load_vertex_data.
4030 * TODO: Only load / unload arrays if we have to. */
4031 static void unload_vertex_data(const struct wined3d_gl_info
*gl_info
)
4033 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_VERTEX_ARRAY
);
4034 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_NORMAL_ARRAY
);
4035 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_COLOR_ARRAY
);
4036 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4037 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4038 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4039 gl_info
->gl_ops
.gl
.p_glDisableClientState(GL_WEIGHT_ARRAY_ARB
);
4040 unload_tex_coords(gl_info
);
4043 static inline void unload_numbered_array(struct wined3d_context
*context
, int i
)
4045 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4047 GL_EXTCALL(glDisableVertexAttribArray(i
));
4048 checkGLcall("glDisableVertexAttribArray");
4049 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4050 GL_EXTCALL(glVertexAttribDivisor(i
, 0));
4052 context
->numbered_array_mask
&= ~(1 << i
);
4055 /* This should match any arrays loaded in loadNumberedArrays
4056 * TODO: Only load / unload arrays if we have to. */
4057 static void unload_numbered_arrays(struct wined3d_context
*context
)
4059 /* disable any attribs (this is the same for both GLSL and ARB modes) */
4062 for (i
= 0; i
< context
->gl_info
->limits
.vertex_attribs
; ++i
) {
4063 unload_numbered_array(context
, i
);
4067 static void load_numbered_arrays(struct wined3d_context
*context
,
4068 const struct wined3d_stream_info
*stream_info
, const struct wined3d_state
*state
)
4070 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4071 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4074 /* Default to no instancing */
4075 context
->instance_count
= 0;
4077 for (i
= 0; i
< MAX_ATTRIBS
; i
++)
4079 const struct wined3d_stream_state
*stream
;
4081 if (!(stream_info
->use_map
& (1 << i
)))
4083 if (context
->numbered_array_mask
& (1 << i
))
4084 unload_numbered_array(context
, i
);
4085 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.input_registers
& (1 << i
))
4086 GL_EXTCALL(glVertexAttrib4f(i
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
4090 stream
= &state
->streams
[stream_info
->elements
[i
].stream_idx
];
4092 if ((stream
->flags
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !context
->instance_count
)
4093 context
->instance_count
= state
->streams
[0].frequency
? state
->streams
[0].frequency
: 1;
4095 if (gl_info
->supported
[ARB_INSTANCED_ARRAYS
])
4097 GL_EXTCALL(glVertexAttribDivisor(i
, stream_info
->elements
[i
].divisor
));
4099 else if (stream_info
->elements
[i
].divisor
)
4101 /* Unload instanced arrays, they will be loaded using
4102 * immediate mode instead. */
4103 if (context
->numbered_array_mask
& (1 << i
))
4104 unload_numbered_array(context
, i
);
4108 TRACE_(d3d_shader
)("Loading array %u [VBO=%u]\n", i
, stream_info
->elements
[i
].data
.buffer_object
);
4110 if (stream_info
->elements
[i
].stride
)
4112 if (curVBO
!= stream_info
->elements
[i
].data
.buffer_object
)
4114 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, stream_info
->elements
[i
].data
.buffer_object
));
4115 checkGLcall("glBindBuffer");
4116 curVBO
= stream_info
->elements
[i
].data
.buffer_object
;
4118 /* Use the VBO to find out if a vertex buffer exists, not the vb
4119 * pointer. vb can point to a user pointer data blob. In that case
4120 * curVBO will be 0. If there is a vertex buffer but no vbo we
4121 * won't be load converted attributes anyway. */
4122 GL_EXTCALL(glVertexAttribPointer(i
, stream_info
->elements
[i
].format
->gl_vtx_format
,
4123 stream_info
->elements
[i
].format
->gl_vtx_type
,
4124 stream_info
->elements
[i
].format
->gl_normalized
,
4125 stream_info
->elements
[i
].stride
, stream_info
->elements
[i
].data
.addr
4126 + state
->load_base_vertex_index
* stream_info
->elements
[i
].stride
));
4128 if (!(context
->numbered_array_mask
& (1 << i
)))
4130 GL_EXTCALL(glEnableVertexAttribArray(i
));
4131 context
->numbered_array_mask
|= (1 << i
);
4136 /* Stride = 0 means always the same values.
4137 * glVertexAttribPointer doesn't do that. Instead disable the
4138 * pointer and set up the attribute statically. But we have to
4139 * figure out the system memory address. */
4140 const BYTE
*ptr
= stream_info
->elements
[i
].data
.addr
;
4141 if (stream_info
->elements
[i
].data
.buffer_object
)
4143 ptr
+= (ULONG_PTR
)buffer_get_sysmem(stream
->buffer
, context
);
4146 if (context
->numbered_array_mask
& (1 << i
)) unload_numbered_array(context
, i
);
4148 switch (stream_info
->elements
[i
].format
->id
)
4150 case WINED3DFMT_R32_FLOAT
:
4151 GL_EXTCALL(glVertexAttrib1fv(i
, (const GLfloat
*)ptr
));
4153 case WINED3DFMT_R32G32_FLOAT
:
4154 GL_EXTCALL(glVertexAttrib2fv(i
, (const GLfloat
*)ptr
));
4156 case WINED3DFMT_R32G32B32_FLOAT
:
4157 GL_EXTCALL(glVertexAttrib3fv(i
, (const GLfloat
*)ptr
));
4159 case WINED3DFMT_R32G32B32A32_FLOAT
:
4160 GL_EXTCALL(glVertexAttrib4fv(i
, (const GLfloat
*)ptr
));
4163 case WINED3DFMT_R8G8B8A8_UINT
:
4164 GL_EXTCALL(glVertexAttrib4ubv(i
, ptr
));
4166 case WINED3DFMT_B8G8R8A8_UNORM
:
4167 if (gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
4169 const DWORD
*src
= (const DWORD
*)ptr
;
4170 DWORD c
= *src
& 0xff00ff00;
4171 c
|= (*src
& 0xff0000) >> 16;
4172 c
|= (*src
& 0xff) << 16;
4173 GL_EXTCALL(glVertexAttrib4Nubv(i
, (GLubyte
*)&c
));
4176 /* else fallthrough */
4177 case WINED3DFMT_R8G8B8A8_UNORM
:
4178 GL_EXTCALL(glVertexAttrib4Nubv(i
, ptr
));
4181 case WINED3DFMT_R16G16_SINT
:
4182 GL_EXTCALL(glVertexAttrib2sv(i
, (const GLshort
*)ptr
));
4184 case WINED3DFMT_R16G16B16A16_SINT
:
4185 GL_EXTCALL(glVertexAttrib4sv(i
, (const GLshort
*)ptr
));
4188 case WINED3DFMT_R16G16_SNORM
:
4190 const GLshort s
[4] = {((const GLshort
*)ptr
)[0], ((const GLshort
*)ptr
)[1], 0, 1};
4191 GL_EXTCALL(glVertexAttrib4Nsv(i
, s
));
4194 case WINED3DFMT_R16G16_UNORM
:
4196 const GLushort s
[4] = {((const GLushort
*)ptr
)[0], ((const GLushort
*)ptr
)[1], 0, 1};
4197 GL_EXTCALL(glVertexAttrib4Nusv(i
, s
));
4200 case WINED3DFMT_R16G16B16A16_SNORM
:
4201 GL_EXTCALL(glVertexAttrib4Nsv(i
, (const GLshort
*)ptr
));
4203 case WINED3DFMT_R16G16B16A16_UNORM
:
4204 GL_EXTCALL(glVertexAttrib4Nusv(i
, (const GLushort
*)ptr
));
4207 case WINED3DFMT_R10G10B10A2_UINT
:
4208 FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
4209 /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
4211 case WINED3DFMT_R10G10B10A2_SNORM
:
4212 FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
4213 /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
4216 case WINED3DFMT_R16G16_FLOAT
:
4217 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4219 /* Not supported by GL_ARB_half_float_vertex. */
4220 GL_EXTCALL(glVertexAttrib2hvNV(i
, (const GLhalfNV
*)ptr
));
4224 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4225 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4226 GL_EXTCALL(glVertexAttrib2f(i
, x
, y
));
4229 case WINED3DFMT_R16G16B16A16_FLOAT
:
4230 if (gl_info
->supported
[NV_HALF_FLOAT
] && gl_info
->supported
[NV_VERTEX_PROGRAM
])
4232 /* Not supported by GL_ARB_half_float_vertex. */
4233 GL_EXTCALL(glVertexAttrib4hvNV(i
, (const GLhalfNV
*)ptr
));
4237 float x
= float_16_to_32(((const unsigned short *)ptr
) + 0);
4238 float y
= float_16_to_32(((const unsigned short *)ptr
) + 1);
4239 float z
= float_16_to_32(((const unsigned short *)ptr
) + 2);
4240 float w
= float_16_to_32(((const unsigned short *)ptr
) + 3);
4241 GL_EXTCALL(glVertexAttrib4f(i
, x
, y
, z
, w
));
4246 ERR("Unexpected declaration in stride 0 attributes\n");
4252 checkGLcall("Loading numbered arrays");
4255 static void load_vertex_data(struct wined3d_context
*context
,
4256 const struct wined3d_stream_info
*si
, const struct wined3d_state
*state
)
4258 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4259 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
4260 const struct wined3d_stream_info_element
*e
;
4262 TRACE("Using fast vertex array code\n");
4264 /* This is fixed function pipeline only, and the fixed function pipeline doesn't do instancing */
4265 context
->instance_count
= 0;
4267 /* Blend Data ---------------------------------------------- */
4268 if ((si
->use_map
& (1 << WINED3D_FFP_BLENDWEIGHT
))
4269 || si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4271 e
= &si
->elements
[WINED3D_FFP_BLENDWEIGHT
];
4273 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4275 TRACE("Blend %u %p %u\n", e
->format
->component_count
,
4276 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
, e
->stride
);
4278 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_WEIGHT_ARRAY_ARB
);
4279 checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)");
4281 GL_EXTCALL(glVertexBlendARB(e
->format
->component_count
+ 1));
4283 if (curVBO
!= e
->data
.buffer_object
)
4285 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4286 checkGLcall("glBindBuffer");
4287 curVBO
= e
->data
.buffer_object
;
4290 TRACE("glWeightPointerARB(%#x, %#x, %#x, %p);\n",
4291 e
->format
->gl_vtx_format
,
4292 e
->format
->gl_vtx_type
,
4294 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4295 GL_EXTCALL(glWeightPointerARB(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4296 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4298 checkGLcall("glWeightPointerARB");
4300 if (si
->use_map
& (1 << WINED3D_FFP_BLENDINDICES
))
4305 FIXME("blendMatrixIndices support\n");
4310 /* TODO: support blends in drawStridedSlow
4311 * No need to write a FIXME here, this is done after the general vertex decl decoding
4313 WARN("unsupported blending in openGl\n");
4318 if (gl_info
->supported
[ARB_VERTEX_BLEND
])
4320 static const GLbyte one
= 1;
4321 GL_EXTCALL(glWeightbvARB(1, &one
));
4322 checkGLcall("glWeightbvARB(gl_info->max_blends, weights)");
4326 /* Point Size ----------------------------------------------*/
4327 if (si
->use_map
& (1 << WINED3D_FFP_PSIZE
))
4329 /* no such functionality in the fixed function GL pipeline */
4330 TRACE("Cannot change ptSize here in openGl\n");
4331 /* TODO: Implement this function in using shaders if they are available */
4334 /* Vertex Pointers -----------------------------------------*/
4335 if (si
->use_map
& (1 << WINED3D_FFP_POSITION
))
4337 e
= &si
->elements
[WINED3D_FFP_POSITION
];
4339 if (curVBO
!= e
->data
.buffer_object
)
4341 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4342 checkGLcall("glBindBuffer");
4343 curVBO
= e
->data
.buffer_object
;
4346 TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
4347 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4348 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4349 gl_info
->gl_ops
.gl
.p_glVertexPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4350 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4351 checkGLcall("glVertexPointer(...)");
4352 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_VERTEX_ARRAY
);
4353 checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
4356 /* Normals -------------------------------------------------*/
4357 if (si
->use_map
& (1 << WINED3D_FFP_NORMAL
))
4359 e
= &si
->elements
[WINED3D_FFP_NORMAL
];
4361 if (curVBO
!= e
->data
.buffer_object
)
4363 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4364 checkGLcall("glBindBuffer");
4365 curVBO
= e
->data
.buffer_object
;
4368 TRACE("glNormalPointer(%#x, %#x, %p);\n", e
->format
->gl_vtx_type
, e
->stride
,
4369 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4370 gl_info
->gl_ops
.gl
.p_glNormalPointer(e
->format
->gl_vtx_type
, e
->stride
,
4371 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4372 checkGLcall("glNormalPointer(...)");
4373 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_NORMAL_ARRAY
);
4374 checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)");
4379 gl_info
->gl_ops
.gl
.p_glNormal3f(0, 0, 0);
4380 checkGLcall("glNormal3f(0, 0, 0)");
4383 /* Diffuse Colour --------------------------------------------*/
4384 if (si
->use_map
& (1 << WINED3D_FFP_DIFFUSE
))
4386 e
= &si
->elements
[WINED3D_FFP_DIFFUSE
];
4388 if (curVBO
!= e
->data
.buffer_object
)
4390 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4391 checkGLcall("glBindBuffer");
4392 curVBO
= e
->data
.buffer_object
;
4395 TRACE("glColorPointer(%#x, %#x %#x, %p);\n",
4396 e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4397 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4398 gl_info
->gl_ops
.gl
.p_glColorPointer(e
->format
->gl_vtx_format
, e
->format
->gl_vtx_type
, e
->stride
,
4399 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4400 checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)");
4401 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_COLOR_ARRAY
);
4402 checkGLcall("glEnableClientState(GL_COLOR_ARRAY)");
4407 gl_info
->gl_ops
.gl
.p_glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
4408 checkGLcall("glColor4f(1, 1, 1, 1)");
4411 /* Specular Colour ------------------------------------------*/
4412 if (si
->use_map
& (1 << WINED3D_FFP_SPECULAR
))
4414 TRACE("setting specular colour\n");
4416 e
= &si
->elements
[WINED3D_FFP_SPECULAR
];
4418 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4420 GLenum type
= e
->format
->gl_vtx_type
;
4421 GLint format
= e
->format
->gl_vtx_format
;
4423 if (curVBO
!= e
->data
.buffer_object
)
4425 GL_EXTCALL(glBindBuffer(GL_ARRAY_BUFFER
, e
->data
.buffer_object
));
4426 checkGLcall("glBindBuffer");
4427 curVBO
= e
->data
.buffer_object
;
4430 if (format
!= 4 || (gl_info
->quirks
& WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA
))
4432 /* Usually specular colors only allow 3 components, since they have no alpha. In D3D, the specular alpha
4433 * contains the fog coordinate, which is passed to GL with GL_EXT_fog_coord. However, the fixed function
4434 * vertex pipeline can pass the specular alpha through, and pixel shaders can read it. So it GL accepts
4435 * 4 component secondary colors use it
4437 TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format
, type
, e
->stride
,
4438 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4439 GL_EXTCALL(glSecondaryColorPointerEXT(format
, type
, e
->stride
,
4440 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4441 checkGLcall("glSecondaryColorPointerEXT(format, type, ...)");
4447 case GL_UNSIGNED_BYTE
:
4448 TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e
->stride
,
4449 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4450 GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE
, e
->stride
,
4451 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4452 checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)");
4456 FIXME("Add 4 component specular color pointers for type %x\n", type
);
4457 /* Make sure that the right color component is dropped */
4458 TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type
, e
->stride
,
4459 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
);
4460 GL_EXTCALL(glSecondaryColorPointerEXT(3, type
, e
->stride
,
4461 e
->data
.addr
+ state
->load_base_vertex_index
* e
->stride
));
4462 checkGLcall("glSecondaryColorPointerEXT(3, type, ...)");
4465 gl_info
->gl_ops
.gl
.p_glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT
);
4466 checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
4470 WARN("Specular colour is not supported in this GL implementation.\n");
4475 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
4477 GL_EXTCALL(glSecondaryColor3fEXT
)(0, 0, 0);
4478 checkGLcall("glSecondaryColor3fEXT(0, 0, 0)");
4482 WARN("Specular colour is not supported in this GL implementation.\n");
4486 /* Texture coords -------------------------------------------*/
4487 load_tex_coords(context
, si
, &curVBO
, state
);
4490 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4492 BOOL load_numbered
= use_vs(state
) && !context
->use_immediate_mode_draw
;
4493 BOOL load_named
= !use_vs(state
) && !context
->use_immediate_mode_draw
;
4495 if (isStateDirty(context
, STATE_VDECL
)) return;
4496 if (context
->numberedArraysLoaded
&& !load_numbered
)
4498 unload_numbered_arrays(context
);
4499 context
->numberedArraysLoaded
= FALSE
;
4500 context
->numbered_array_mask
= 0;
4502 else if (context
->namedArraysLoaded
)
4504 unload_vertex_data(context
->gl_info
);
4505 context
->namedArraysLoaded
= FALSE
;
4510 TRACE("Loading numbered arrays\n");
4511 load_numbered_arrays(context
, &context
->stream_info
, state
);
4512 context
->numberedArraysLoaded
= TRUE
;
4514 else if (load_named
)
4516 TRACE("Loading vertex data\n");
4517 load_vertex_data(context
, &context
->stream_info
, state
);
4518 context
->namedArraysLoaded
= TRUE
;
4522 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4524 if (isStateDirty(context
, STATE_STREAMSRC
))
4526 streamsrc(context
, state
, STATE_STREAMSRC
);
4529 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4531 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4532 BOOL useVertexShaderFunction
= use_vs(state
);
4533 BOOL updateFog
= FALSE
;
4535 BOOL wasrhw
= context
->last_was_rhw
;
4538 transformed
= context
->stream_info
.position_transformed
;
4539 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
4542 context
->last_was_rhw
= transformed
;
4544 /* Don't have to apply the matrices when vertex shaders are used. When
4545 * vshaders are turned off this function will be called again anyway to
4546 * make sure they're properly set. */
4547 if (!useVertexShaderFunction
)
4549 /* TODO: Move this mainly to the viewport state and only apply when
4550 * the vp has changed or transformed / untransformed was switched. */
4551 if (wasrhw
!= context
->last_was_rhw
4552 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
4553 && !isStateDirty(context
, STATE_VIEWPORT
))
4554 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4555 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
4558 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
4559 * this check will fail and the matrix not applied again. This is OK because a simple
4560 * world matrix change reapplies the matrix - These checks here are only to satisfy the
4561 * needs of the vertex declaration.
4563 * World and view matrix go into the same gl matrix, so only apply them when neither is
4566 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
4567 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
4568 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4569 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
4570 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
4571 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
4572 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
4574 if (context
->last_was_vshader
)
4578 if (!context
->d3d_info
->vs_clipping
4579 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
4581 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
4584 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4586 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4589 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
4590 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
4594 if(!context
->last_was_vshader
) {
4595 static BOOL warned
= FALSE
;
4596 if (!context
->d3d_info
->vs_clipping
)
4598 /* Disable all clip planes to get defined results on all drivers. See comment in the
4599 * state_clipping state handler
4601 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4603 gl_info
->gl_ops
.gl
.p_glDisable(GL_CLIP_PLANE0
+ i
);
4604 checkGLcall("glDisable(GL_CLIP_PLANE0 + i)");
4607 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
4609 FIXME("Clipping not supported with vertex shaders\n");
4615 /* Apply the transform matrices when switching from rhw
4616 * drawing to vertex shaders. Vertex shaders themselves do
4617 * not need it, but the matrices are not reapplied
4618 * automatically when switching back from vertex shaders to
4619 * fixed function processing. So make sure we leave the fixed
4620 * function vertex processing states back in a sane state
4621 * before switching to shaders. */
4622 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4623 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4624 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
4625 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
4629 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
4630 * (Note: ARB shaders can read the clip planes for clipping emulation even if
4631 * device->vs_clipping is false.
4633 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
4635 clipplane(context
, state
, STATE_CLIPPLANE(i
));
4640 context
->last_was_vshader
= useVertexShaderFunction
;
4641 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
4644 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
4646 if (!useVertexShaderFunction
)
4650 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4652 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
4653 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
4656 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
4657 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
4658 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
4662 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4664 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4665 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4666 struct wined3d_viewport vp
= state
->viewport
;
4668 if (vp
.width
> target
->width
)
4669 vp
.width
= target
->width
;
4670 if (vp
.height
> target
->height
)
4671 vp
.height
= target
->height
;
4673 gl_info
->gl_ops
.gl
.p_glDepthRange(vp
.min_z
, vp
.max_z
);
4674 checkGLcall("glDepthRange");
4675 /* Note: GL requires lower left, DirectX supplies upper left. This is
4676 * reversed when using offscreen rendering. */
4677 if (context
->render_offscreen
)
4679 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, vp
.y
, vp
.width
, vp
.height
);
4685 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4686 gl_info
->gl_ops
.gl
.p_glViewport(vp
.x
, (height
- (vp
.y
+ vp
.height
)),
4687 vp
.width
, vp
.height
);
4689 checkGLcall("glViewport");
4692 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4694 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4695 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4696 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4697 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4698 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4699 /* Update the position fixup. */
4700 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
4703 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4705 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4706 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4707 const struct wined3d_light_info
*lightInfo
= state
->lights
[Index
];
4711 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4712 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4717 float colRGBA
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
4719 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4720 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4721 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4722 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4725 colRGBA
[0] = lightInfo
->OriginalParms
.diffuse
.r
;
4726 colRGBA
[1] = lightInfo
->OriginalParms
.diffuse
.g
;
4727 colRGBA
[2] = lightInfo
->OriginalParms
.diffuse
.b
;
4728 colRGBA
[3] = lightInfo
->OriginalParms
.diffuse
.a
;
4729 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, colRGBA
);
4730 checkGLcall("glLightfv");
4733 colRGBA
[0] = lightInfo
->OriginalParms
.specular
.r
;
4734 colRGBA
[1] = lightInfo
->OriginalParms
.specular
.g
;
4735 colRGBA
[2] = lightInfo
->OriginalParms
.specular
.b
;
4736 colRGBA
[3] = lightInfo
->OriginalParms
.specular
.a
;
4737 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, colRGBA
);
4738 checkGLcall("glLightfv");
4741 colRGBA
[0] = lightInfo
->OriginalParms
.ambient
.r
;
4742 colRGBA
[1] = lightInfo
->OriginalParms
.ambient
.g
;
4743 colRGBA
[2] = lightInfo
->OriginalParms
.ambient
.b
;
4744 colRGBA
[3] = lightInfo
->OriginalParms
.ambient
.a
;
4745 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, colRGBA
);
4746 checkGLcall("glLightfv");
4748 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4749 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4751 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4753 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4754 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4755 * Attenuation0 to NaN and crashes in the gl lib
4758 switch (lightInfo
->OriginalParms
.type
)
4760 case WINED3D_LIGHT_POINT
:
4762 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4763 checkGLcall("glLightfv");
4764 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4765 checkGLcall("glLightf");
4766 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4767 lightInfo
->OriginalParms
.attenuation0
);
4768 checkGLcall("glLightf");
4769 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4770 lightInfo
->OriginalParms
.attenuation1
);
4771 checkGLcall("glLightf");
4772 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4773 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4774 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4775 checkGLcall("glLightf");
4779 case WINED3D_LIGHT_SPOT
:
4781 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4782 checkGLcall("glLightfv");
4784 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4785 checkGLcall("glLightfv");
4786 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4787 checkGLcall("glLightf");
4788 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4789 checkGLcall("glLightf");
4790 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4791 lightInfo
->OriginalParms
.attenuation0
);
4792 checkGLcall("glLightf");
4793 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4794 lightInfo
->OriginalParms
.attenuation1
);
4795 checkGLcall("glLightf");
4796 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4797 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4798 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4799 checkGLcall("glLightf");
4803 case WINED3D_LIGHT_DIRECTIONAL
:
4805 /* Note GL uses w position of 0 for direction! */
4806 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4807 checkGLcall("glLightfv");
4808 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4809 checkGLcall("glLightf");
4810 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4811 checkGLcall("glLightf");
4815 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4818 /* Restore the modelview matrix */
4819 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4821 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4822 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4826 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4828 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4829 const RECT
*r
= &state
->scissor_rect
;
4831 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4832 * so our viewport correction does not apply. Warning2: Even in windowed
4833 * mode the coords are relative to the window, not the screen. */
4834 TRACE("Setting new scissor rect to %s.\n", wine_dbgstr_rect(r
));
4836 if (context
->render_offscreen
)
4838 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, r
->top
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4842 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4846 surface_get_drawable_size(wined3d_rendertarget_view_get_surface(target
), context
, &width
, &height
);
4847 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
- r
->bottom
, r
->right
- r
->left
, r
->bottom
- r
->top
);
4849 checkGLcall("glScissor");
4852 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4854 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4855 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4857 if (!state
->index_buffer
|| !stream_info
->all_vbo
)
4859 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4863 struct wined3d_buffer
*ib
= state
->index_buffer
;
4864 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4868 static void frontface(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4870 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4872 if (context
->render_offscreen
)
4874 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CCW
);
4875 checkGLcall("glFrontFace(GL_CCW)");
4879 gl_info
->gl_ops
.gl
.p_glFrontFace(GL_CW
);
4880 checkGLcall("glFrontFace(GL_CW)");
4884 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4890 WARN("Point sprite coordinate origin switching not supported.\n");
4895 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4897 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4898 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4900 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4901 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4904 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4906 unsigned int rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
4907 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4909 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4911 if (state
->render_states
[WINED3D_RS_SRGBWRITEENABLE
] && rt_fmt_flags
& WINED3DFMT_FLAG_SRGB_WRITE
)
4912 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4914 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4917 static void state_cb(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
4918 enum wined3d_shader_type type
, unsigned int base
, unsigned int count
)
4920 struct wined3d_buffer
*buffer
;
4923 for (i
= 0; i
< count
; ++i
)
4925 buffer
= state
->cb
[type
][i
];
4926 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4928 checkGLcall("glBindBufferBase");
4931 static void state_cb_vs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4933 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4935 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4937 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_VERTEX
, 0, limits
->vertex_uniform_blocks
);
4940 static void state_cb_gs(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4942 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4944 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4946 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_GEOMETRY
,
4947 limits
->vertex_uniform_blocks
, limits
->geometry_uniform_blocks
);
4950 static void state_cb_ps(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4952 const struct wined3d_gl_limits
*limits
= &context
->gl_info
->limits
;
4954 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4956 state_cb(context
->gl_info
, state
, WINED3D_SHADER_TYPE_PIXEL
,
4957 limits
->vertex_uniform_blocks
+ limits
->geometry_uniform_blocks
, limits
->fragment_uniform_blocks
);
4960 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4962 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4964 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4967 static void state_shader_resource_binding(struct wined3d_context
*context
,
4968 const struct wined3d_state
*state
, DWORD state_id
)
4970 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4972 context
->update_shader_resource_bindings
= 1;
4975 const struct StateEntryTemplate misc_state_template
[] =
4977 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_vs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4978 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4979 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_gs
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4980 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4981 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_ps
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4982 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4983 { STATE_SHADER_RESOURCE_BINDING
, { STATE_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_FRONTFACE
, { STATE_FRONTFACE
, frontface
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4999 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
5001 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
5002 * vshader loadings are untied from each other
5004 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5015 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5034 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5035 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5037 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5043 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5044 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5047 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5048 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5049 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5050 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
5051 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
5053 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
5054 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
5055 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
5056 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
5057 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_perspective
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
5059 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
5060 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
5062 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5063 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
5065 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
5066 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwritenable
}, WINED3D_GL_EXT_NONE
},
5068 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
5069 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
5071 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
5072 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
5074 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
5075 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
5077 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
5078 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
5079 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
5080 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
5081 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s
}, EXT_STENCIL_TWO_SIDE
},
5088 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
5124 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
5126 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
5130 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, EXT_BLEND_MINMAX
},
5132 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
5136 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
5138 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
5140 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor
}, EXT_BLEND_COLOR
},
5142 { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), { STATE_RENDER(WINED3D_RS_BLENDFACTOR
), state_blendfactor_w
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
5167 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
5168 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
5170 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_geometry_shader
}, WINED3D_GL_EXT_NONE
},
5171 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5174 static const struct StateEntryTemplate vp_ffp_states
[] =
5176 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
5185 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
5186 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
5187 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
5188 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
5189 { STATE_CLIPPLANE(8), { STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
5190 { STATE_CLIPPLANE(9), { STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
5191 { STATE_CLIPPLANE(10), { STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
5192 { STATE_CLIPPLANE(11), { STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
5193 { STATE_CLIPPLANE(12), { STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
5194 { STATE_CLIPPLANE(13), { STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
5195 { STATE_CLIPPLANE(14), { STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
5196 { STATE_CLIPPLANE(15), { STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
5197 { STATE_CLIPPLANE(16), { STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
5198 { STATE_CLIPPLANE(17), { STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
5199 { STATE_CLIPPLANE(18), { STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
5200 { STATE_CLIPPLANE(19), { STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
5201 { STATE_CLIPPLANE(20), { STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
5202 { STATE_CLIPPLANE(21), { STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
5203 { STATE_CLIPPLANE(22), { STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
5204 { STATE_CLIPPLANE(23), { STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
5205 { STATE_CLIPPLANE(24), { STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
5206 { STATE_CLIPPLANE(25), { STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
5207 { STATE_CLIPPLANE(26), { STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
5208 { STATE_CLIPPLANE(27), { STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
5209 { STATE_CLIPPLANE(28), { STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
5210 { STATE_CLIPPLANE(29), { STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
5211 { STATE_CLIPPLANE(30), { STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
5212 { STATE_CLIPPLANE(31), { STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
5214 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5215 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
5216 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
5217 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
5218 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
5219 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
5220 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
5221 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
5222 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
5224 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
5225 /* Transform states follow */
5226 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
5227 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
5228 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5229 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5230 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5231 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5232 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5233 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5234 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5235 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
5236 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
5237 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5238 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5239 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5240 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5241 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5242 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5243 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5244 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5245 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5246 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5247 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5248 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5249 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5250 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5251 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5252 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5253 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5254 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5255 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5256 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5257 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5258 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5259 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5260 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5261 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5262 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5263 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5264 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5265 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5266 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5267 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5268 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5269 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5270 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5271 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5272 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5273 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5274 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5275 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5276 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5277 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5278 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5279 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5280 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5281 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5282 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5283 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5284 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5285 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5286 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5287 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5288 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5289 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5290 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5291 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5292 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5293 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5294 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5295 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5296 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5297 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5298 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5299 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5300 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5301 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5302 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5303 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5304 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5305 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5306 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5307 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5308 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5309 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5310 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5311 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5312 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5313 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5314 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5315 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5316 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5317 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5318 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5319 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5320 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5321 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5322 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5323 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5324 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5325 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5326 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5327 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5328 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5329 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5330 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5331 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5332 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5333 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5334 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5335 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5336 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5337 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5338 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5339 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5340 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5341 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5342 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5343 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5344 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5345 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5346 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5347 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5348 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5349 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5350 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5351 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5352 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5353 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5354 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5355 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5356 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5357 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5358 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5359 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5360 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5361 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5362 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5363 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5364 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5365 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5366 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5367 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5368 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5369 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5370 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5371 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5372 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5373 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5374 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5375 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5376 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5377 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5378 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5379 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5380 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5381 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5382 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5383 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5384 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5385 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5386 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5387 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5388 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5389 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5390 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5391 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5392 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5393 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5394 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5395 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5396 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5397 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5398 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5399 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5400 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5401 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5402 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5403 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5404 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5405 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5406 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5407 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5408 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5409 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5410 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5411 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5412 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5413 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5414 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5415 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5416 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5417 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5418 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5419 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5420 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5421 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5422 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5423 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5424 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5425 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5426 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5427 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5428 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5429 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5430 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5431 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5432 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5433 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5434 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5435 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5436 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5437 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5438 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5439 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5440 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5441 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5442 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5443 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5444 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5445 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5446 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5447 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5448 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5449 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5450 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5451 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5452 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5453 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5454 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5455 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5456 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5457 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5458 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5459 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5460 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5461 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5462 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5463 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5464 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5465 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5466 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5467 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5468 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5469 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5470 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5471 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5472 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5473 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5474 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5475 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5476 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5477 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5478 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5479 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5480 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5481 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5482 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5483 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5484 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5485 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5486 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5487 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5488 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5489 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5490 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5491 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
5492 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5493 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5494 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5495 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5496 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5497 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5498 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5499 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5500 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5501 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5502 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5503 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5504 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5505 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5506 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5507 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5509 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5510 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5511 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5512 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5513 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5514 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5515 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5516 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5517 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5518 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5519 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5520 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5521 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5522 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5523 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5524 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend
}, ARB_VERTEX_BLEND
},
5525 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5526 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5527 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5528 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5529 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5530 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5531 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5532 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5533 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5534 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5535 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5536 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5537 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5538 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5539 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5540 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5542 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5543 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5544 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5546 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5547 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5548 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5549 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5550 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5551 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5552 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5553 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5554 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5555 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5556 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5557 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5558 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5559 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5560 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5561 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5562 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5563 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5564 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5565 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5566 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5567 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5568 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5569 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5570 { STATE_POINT_SIZE_ENABLE
, { STATE_POINT_SIZE_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5571 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5574 static const struct StateEntryTemplate ffp_fragmentstate_template
[] = {
5575 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5576 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5577 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5578 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5579 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5580 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5581 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5582 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5583 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5584 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5585 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5586 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5587 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5588 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5589 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5590 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5591 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5592 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5593 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5594 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5595 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5596 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5597 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5598 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5599 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5600 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5601 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5602 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5603 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5604 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5605 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5606 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5607 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5608 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5609 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5610 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5611 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5612 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5613 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5614 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5615 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5616 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5617 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5618 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5619 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5620 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5621 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5622 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5623 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5624 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5625 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5626 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5627 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5628 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5629 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5630 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5631 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5632 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5633 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5634 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5635 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5636 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5637 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5638 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5639 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5640 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5641 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5642 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5643 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5644 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5645 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5646 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5647 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5648 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5649 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5650 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5651 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5652 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5653 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5654 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5655 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5656 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5657 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5658 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5659 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5660 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5661 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5662 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5663 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5664 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5665 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5666 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5667 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5668 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5669 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5670 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5671 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5672 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5673 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5674 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5675 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5676 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5677 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5678 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5681 /* Context activation is done by the caller. */
5682 static void ffp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5684 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5689 static void ffp_free(struct wined3d_device
*device
) {}
5691 static void vp_ffp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5693 caps
->xyzrhw
= FALSE
;
5694 caps
->max_active_lights
= gl_info
->limits
.lights
;
5695 caps
->max_vertex_blend_matrices
= gl_info
->limits
.blends
;
5696 caps
->max_vertex_blend_matrix_index
= 0;
5697 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5698 | WINED3DVTXPCAPS_MATERIALSOURCE7
5699 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5700 | WINED3DVTXPCAPS_LOCALVIEWER
5701 | WINED3DVTXPCAPS_VERTEXFOG
5702 | WINED3DVTXPCAPS_TEXGEN
5703 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5704 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5705 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
5706 caps
->raster_caps
= 0;
5707 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5708 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5711 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5720 static void ffp_fragment_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5722 caps
->wined3d_caps
= 0;
5723 caps
->PrimitiveMiscCaps
= 0;
5724 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5725 | WINED3DTEXOPCAPS_ADDSIGNED
5726 | WINED3DTEXOPCAPS_ADDSIGNED2X
5727 | WINED3DTEXOPCAPS_MODULATE
5728 | WINED3DTEXOPCAPS_MODULATE2X
5729 | WINED3DTEXOPCAPS_MODULATE4X
5730 | WINED3DTEXOPCAPS_SELECTARG1
5731 | WINED3DTEXOPCAPS_SELECTARG2
5732 | WINED3DTEXOPCAPS_DISABLE
;
5734 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5735 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5736 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5738 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5739 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5740 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5741 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5742 | WINED3DTEXOPCAPS_LERP
5743 | WINED3DTEXOPCAPS_SUBTRACT
;
5745 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5746 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5748 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5749 | WINED3DTEXOPCAPS_MULTIPLYADD
5750 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5751 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5752 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5754 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5755 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5757 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5758 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5761 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5765 TRACE("Checking support for fixup:\n");
5766 dump_color_fixup_desc(fixup
);
5769 /* We only support identity conversions. */
5770 if (is_identity_fixup(fixup
))
5776 TRACE("[FAILED]\n");
5780 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5785 static void ffp_none_context_free(struct wined3d_context
*context
)
5789 const struct fragment_pipeline ffp_fragment_pipeline
= {
5791 ffp_fragment_get_caps
,
5794 ffp_none_context_alloc
,
5795 ffp_none_context_free
,
5796 ffp_color_fixup_supported
,
5797 ffp_fragmentstate_template
,
5800 static void none_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
5802 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5807 static void none_free(struct wined3d_device
*device
) {}
5809 static void vp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
5811 memset(caps
, 0, sizeof(*caps
));
5814 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5823 static void fp_none_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
5825 memset(caps
, 0, sizeof(*caps
));
5828 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5830 return is_identity_fixup(fixup
);
5833 const struct fragment_pipeline none_fragment_pipe
=
5839 ffp_none_context_alloc
,
5840 ffp_none_context_free
,
5841 fp_none_color_fixup_supported
,
5845 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5848 for(i
= 0; funcs
[i
]; i
++);
5852 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5854 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5855 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5858 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5860 context
->swapchain
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5861 context
->swapchain
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5862 context
->swapchain
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5865 static void prune_invalid_states(struct StateEntry
*state_table
, const struct wined3d_gl_info
*gl_info
,
5866 const struct wined3d_d3d_info
*d3d_info
)
5868 unsigned int start
, last
, i
;
5870 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5871 last
= STATE_TEXTURESTAGE(MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5872 for (i
= start
; i
<= last
; ++i
)
5874 state_table
[i
].representative
= 0;
5875 state_table
[i
].apply
= state_undefined
;
5878 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5879 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ MAX_TEXTURES
- 1);
5880 for (i
= start
; i
<= last
; ++i
)
5882 state_table
[i
].representative
= 0;
5883 state_table
[i
].apply
= state_undefined
;
5886 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(gl_info
->limits
.blends
));
5887 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5888 for (i
= start
; i
<= last
; ++i
)
5890 state_table
[i
].representative
= 0;
5891 state_table
[i
].apply
= state_undefined
;
5895 static void validate_state_table(struct StateEntry
*state_table
)
5917 static const DWORD simple_states
[] =
5923 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5924 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5925 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5926 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5927 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5928 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5929 STATE_SHADER_RESOURCE_BINDING
,
5934 STATE_POINTSPRITECOORDORIGIN
,
5935 STATE_BASEVERTEXINDEX
,
5937 STATE_POINT_SIZE_ENABLE
,
5940 unsigned int i
, current
;
5942 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5944 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5946 if (!state_table
[i
].representative
)
5947 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5949 else if (state_table
[i
].representative
)
5950 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5952 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5955 for (i
= 0; i
< sizeof(simple_states
) / sizeof(*simple_states
); ++i
)
5957 if (!state_table
[simple_states
[i
]].representative
)
5958 ERR("State %s (%#x) should have a representative.\n",
5959 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5962 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5964 DWORD rep
= state_table
[i
].representative
;
5967 if (state_table
[rep
].representative
!= rep
)
5969 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5970 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5971 state_table
[i
].representative
= 0;
5976 if (state_table
[i
].apply
)
5977 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5979 else if (!state_table
[i
].apply
)
5981 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5987 HRESULT
compile_state_table(struct StateEntry
*StateTable
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5988 const struct wined3d_gl_info
*gl_info
, const struct wined3d_d3d_info
*d3d_info
,
5989 const struct wined3d_vertex_pipe_ops
*vertex
, const struct fragment_pipeline
*fragment
,
5990 const struct StateEntryTemplate
*misc
)
5992 unsigned int i
, type
, handlers
;
5993 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5994 const struct StateEntryTemplate
*cur
;
5995 BOOL set
[STATE_HIGHEST
+ 1];
5997 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5999 for(i
= 0; i
< STATE_HIGHEST
+ 1; i
++) {
6000 StateTable
[i
].representative
= 0;
6001 StateTable
[i
].apply
= state_undefined
;
6004 for(type
= 0; type
< 3; type
++) {
6005 /* This switch decides the order in which the states are applied */
6007 case 0: cur
= misc
; break;
6008 case 1: cur
= fragment
->states
; break;
6009 case 2: cur
= vertex
->vp_states
; break;
6010 default: cur
= NULL
; /* Stupid compiler */
6014 /* GL extension filtering should not prevent multiple handlers being applied from different
6017 memset(set
, 0, sizeof(set
));
6019 for(i
= 0; cur
[i
].state
; i
++) {
6020 APPLYSTATEFUNC
*funcs_array
;
6022 /* Only use the first matching state with the available extension from one template.
6024 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
6025 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
6027 * if GL_XYZ_fancy is supported, ignore the 2nd line
6029 if(set
[cur
[i
].state
]) continue;
6030 /* Skip state lines depending on unsupported extensions */
6031 if (!gl_info
->supported
[cur
[i
].extension
]) continue;
6032 set
[cur
[i
].state
] = TRUE
;
6033 /* In some cases having an extension means that nothing has to be
6034 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
6035 * supported, the texture coordinate fixup can be ignored. If the
6036 * apply function is used, mark the state set(done above) to prevent
6037 * applying later lines, but do not record anything in the state
6040 if (!cur
[i
].content
.representative
) continue;
6042 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
6043 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
6046 StateTable
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
6049 StateTable
[cur
[i
].state
].apply
= multistate_apply_2
;
6050 dev_multistate_funcs
[cur
[i
].state
] = HeapAlloc(GetProcessHeap(),
6052 sizeof(**dev_multistate_funcs
) * 2);
6053 if (!dev_multistate_funcs
[cur
[i
].state
]) {
6057 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
6058 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
6061 StateTable
[cur
[i
].state
].apply
= multistate_apply_3
;
6062 funcs_array
= HeapReAlloc(GetProcessHeap(),
6064 dev_multistate_funcs
[cur
[i
].state
],
6065 sizeof(**dev_multistate_funcs
) * 3);
6070 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
6071 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
6074 ERR("Unexpected amount of state handlers for state %u: %u\n",
6075 cur
[i
].state
, handlers
+ 1);
6078 if (StateTable
[cur
[i
].state
].representative
6079 && StateTable
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
6081 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
6082 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
6084 StateTable
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
6088 prune_invalid_states(StateTable
, gl_info
, d3d_info
);
6089 validate_state_table(StateTable
);
6094 for (i
= 0; i
<= STATE_HIGHEST
; ++i
) {
6095 HeapFree(GetProcessHeap(), 0, dev_multistate_funcs
[i
]);
6098 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1)*sizeof(*dev_multistate_funcs
));
6100 return E_OUTOFMEMORY
;